1,720,974 research outputs found

    A scale for monitoring students’ tendencies to ubiquitous learning environments

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    In this study, the gender-based tendencies of university students towards ubiquitous learning environments were analyzed. Within that scope, first, a tendency scale was developed. In the development process of the scale, the Exploratory Factor Analysis (EFA) and Confirmatory Factor Analysis (CFA) were conducted. To that end, a two-stage application process was enacted. Throughout the process, all participant data was employed in the tendency analyses which were conducted comparatively to gender. Students from different universities, 276 in the first stage and 211 students in the second stage formed a participant group consisting of a total of 487 students. At the end of the analyses, a final scale form with 20 items was developed. After the scale development process, university students’ tendencies towards u-learning environments were analyzed with factor-based and item-based comparisons. it was found that, on the basis of scale total scores and sub-factor scores, the female participants displayed a significantly higher tendency towards using ubiquitous learning environments than the male participants. The comparative analysis for each of the scale item was presented in the paper.</p

    Ineffectiveness Of Online Interactive Video Content Developed For Programming Education

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    n this study, the effects of interactive video usage in programming education on academic achievement and self-efficacy perception of programming were investigated by taking into account learning styles. The research was patterned according to the causal-comparative model, and also, correlation analysis was performed for related research. Sixty-one students attending 3rd grade in Computer and Instructional Technology Education (CEIT) of Yıldız Technical University participated in the study. Research data were collected with “Interview form,” “Academic Achievement Test,” “self-efficacy scale for programming,” “learning styles index” and “interactive Video system.” ANCOVA, Correlation and Kruskal Wallis H-test were used in the analysis of the data. The data was analyzed on the computer with the SPSS package program. According to research findings, interactive video monitoring rates did not differ significantly in the students ' academic achievement and self-efficacy perceptions of programming. It was found that students ' learning style preferences had no impact on interactive video viewing rates. The relationship between the change in students ' academic achievement and the change in self-efficacy perception scores related to programming has been examined; as academic achievement increases, it has been concluded that the perception of self-efficacy about programming has fallen.Keywords:Interactive video; computer science education;learning style;programming;self-efficacy of programming.1.Introduct</div

    Scenarios for Computer Ethics Education

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    AbstractIn the modern society, finding effective solutions for ethical issues is harder than ever. Boundaries between good and bad are not so distinctive like black and white. Furthermore, when the issue is computer ethic, problems are being more complex than others. Considering that the complexity of computer ethic issues, in this study, very first steps of a scenario based online support system prepared in order to support ethical decision making processes were explained. During these steps, 20 different ethical scenarios regarding computer ethics were designed and sent to the academicians for having feedback. It can be thought that this paper is the first draft of a 22-month project
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