
Hasan Cakir- PhD
- Professor (Full) at Gazi University
Hasan Cakir
- PhD
- Professor (Full) at Gazi University
About
89
Publications
61,465
Reads
How we measure 'reads'
A 'read' is counted each time someone views a publication summary (such as the title, abstract, and list of authors), clicks on a figure, or views or downloads the full-text. Learn more
1,198
Citations
Introduction
Current institution
Additional affiliations
December 2020 - December 2020
September 2006 - September 2007
August 2003 - August 2007
Publications
Publications (89)
Bu çalışma, Türkiye’de tüm eğitim seviyelerinde dijital hikâye anlatım (DHA) çalışmalarının kullanıldığı araştırmalarda öğrenci eğitsel çıktılarına ilişkin literatür taramasının bulgularını doküman incelemesi yöntemi ile sunmaya çalışmaktadır. Buradaki temel amaç, DHA yöntemini içeren araştırmalarda öğrencilerin öğrenme çıktıları üzerindeki etkiler...
Abstract
The purpose of this study is to examine the opportunities and challenges related to the use of Metaverse technologies in learning and teaching activities. Drawing upon research studies found in electronic databases and refereed published books, this study was conducted with the aim to provide a content review of relevant studies published...
The aim of this study is to evaluate a professional development program applied to primary school teachers for unplugged algorithmic thinking activities and to improve it based on this evaluation. In this context, data were collected for the improvement of the program by consulting the opinions of the teachers. The professional development program...
This study aims to investigate the factors that enable or hinder the implementation of game development activity in the instructional process. One instructor and 15 gifted students between the ages of 11 and 15 took part in the study. The students developed computer games related to science topics using MS Kodu game engine within the implementation...
This study aimed to investigate the effect of non-linear digital storytelling on pre-service teachers’ use of information technologies and their writing self-efficacy. It also focused on the effects of non-linear digital storytelling in education environments. Convergent parallel design, one of the mixed methods, was used in the study. The quantita...
Bu çalışmanın amacı alanyazında disiplinlerarası öğretim yaklaşımı ile ele alınan dijital hikâye anlatımı çalışmalarını (DHA) betimleyerek DHA‘nın farklı disiplinlerdeki bilgi ve becerileri ortak bir amaç doğrultusunda birbirine entegre etme potansiyelini ortaya çıkarmak ve bu yönde yapılacak çalışmalar için bir temel oluşturmaktır. 2014-2020 yılla...
This study aimed to determine the effect of web 2.0 technologies supported collaborative problem solving method on students’ achievement and engagement. A pretest–posttest quasi-experimental design was implemented. A total of 94 students who registered to the Object-Oriented Programming I-II courses participated in the study. Three groups were rand...
Purpose: The aim of this research is to reveal the experiences of pre-service teachers about the use of non-linear digital storytelling as a teaching method.Design/Methodology/Approach: Case study, one of the qualitative research methods, was used in this research. 11 pre-service teachers from the Department of Computer Education and Instructional...
Bu araştırmanın amacı, iş birliğine dayalı problem çözme yönteminin uygulandığı öğrenme ortamına ilişkin öğrencilerin görüşlerini belirlemektir. Bu amaçla meslek yüksekokulu bilgisayar programcılığı bölümü müfredatında yer alan Nesneye Dayalı Programlama I-II dersi iş birliğine dayalı problem çözme yöntemi ile tasarlanmış ve öğrencilerin bu ortama...
Student response systems effectively collect and collate students' responses, allowing teachers to provide immediate feedback to learners, thereby preventing a decline in students' attention and motivation. In this study, a student response system instrument called Kahoot! was used. The study was conducted as a 4-week case study in an undergraduate...
With the development of Web 2.0 technologies, the studies conducted in this field are diversifying and quite different results are obtained. In the current study, the contributions of wikis and blogs, which are considered as web 2.0 technologies, to academic performance were examined with meta-analysis method. The studies following quasi-experiment...
In the online learning environment, it is seen that problems arise in the absence of interaction. In order to prevent these problems, this study, which was carried out by taking into consideration the principles that are formed using the community of inquiry framework, took place during the 2014-2015 Spring Semester using 30 students from a vocatio...
This study aims to investigate the factors that enable or hinder the implementation of game development activity in the instructional process. One instructor and 15 gifted students between the ages of 11 and 15 took part in the study. The students developed computer games related to science topics using MS Kodu game engine within the implementation...
The goal of the current study was to examine the opinions of pre-service teachers about the use of digital storytelling in literacy education. This study was designed as a case study from qualitative research models. A total of 32 sophomore pre-service teachers studying at the Department of Literacy Education in the Faculty of Education in a state...
This study investigates pre-service teachers’ taking teacher educators as role models in the application of technologies in education. Following the development of data collection tool, researchers implemented a pilot study with 206 senior pre-service teachers. Following the pilot study 1040 senior level pre-service teachers participated in the stu...
The purpose of this research is to investigate students’ learning experiences in a systematic game development process. The study was conducted at a science and arts center, where gifted students can enroll in after-school activities. Fifteen students and one instructor participated in a 12-week problem-solving implementation. During the last five...
The purpose of this chapter is to explain the collaborative problem-solving approach and collaborative technologies that help engineering students to establish and improve collaboration in their coursework. To this end, the theoretical background of collaboration in education and the importance of the learning environments are discussed. Possible e...
The purpose of this study is to determine the effectiveness of an IT certificate program that contributes to the career development of individuals in terms of gaining 21st century skills, given the increasing competitive conditions of globalization process and developments in Information Technologies (IT). This study covers the Cisco Certified Netw...
Bu çalışmasının amacı, meslek yüksekokulu öğrencilerinin programlama başarılarını etkileyen faktörleri ortaya çıkarmak ve öğrencilerin programlama başarıları ile demografik bilgileri (cinsiyet, mezun oldukları okul türü, programlamayla ilgili geçmiş deneyimleri, genel akademik not ortalamaları), problem çözme ve analitik düşünme becerisi, kişisel ö...
The purpose of this study is to identify the critical issues of design of instructional materials developed for multitouch screen regarding to examine the experiences and views of students. Participants, 26 males and 23 females, are 6th grade level students. The research was conducted in vivo naturalistic case procedure, a type of formative researc...
The purpose of this chapter is to explain the design and development process of online collaborative learning environments for community college courses. Within this purpose, design issues of the learning environment are based on a collaborative problem-solving method. In other words, this learning environment is designed according to constructivis...
The aim of this study is to investigate the effect of digital storytelling activities used in the middle school Social Studies course on student engagement and motivation. To this end, a quasi-experimental pattern with pre-test post-test control group design was used in the study. A total of 119 students were included in the study, 60 students in t...
The aim of this chapter is to investigate the effect of digital storytelling activities used in the Social Studies course on student engagement and motivation. To this end, a quasi-experimental pattern with pre-test and post-test control group design was used in the study. A total of 119 students were included in the study. The motivation scale and...
Learning a programming language is a difficult and complicated process. It has been seen that the use of visualization tools has increased to decrease the complexity of learning programming. One of the visualization tools used for this purpose is Alice software. This study investigates the use of Alice software in learning Java programming language...
This study presents the findings of a systematic literature review on educational computer game development activity utilized in learning environments. The main aim of this review is to investigate the effects of game design activity on learning outcomes of students. Additionally, there are other factors examined in the review such as participant t...
The purpose of this study is to compare students' opinions on problem-based collaborative learning and problem-based individual learning method in an online learning environment. The study was conducted within an eight-week extracurricular course at a state university in the * Bu araştırma, Gazi Üniversitesi, Bilgisayar ve Öğretim Teknolojileri Eği...
The purpose of this study is to uncover factors that affect participation in online classes from the student’s perspective. Interest in the online environment has been increasing and renders the opinions of students participating in online courses more important since the opinions of students in this environment are closely related to interaction....
The aim of this study was to evaluate the massive open online courses that gains popularity day by day in terms of the properties which learning environments should have. For this purpose, six courses, which were selected from a MOOCs platform called Udemy, were evaluated. The evaluation was carried out according to the online learning environment...
This study investigated effects of the use of digital storytelling activities in 6th grade social studies course on perceived satisfaction of students related to the course. In this context, a 10-week case study was designed and implemented in the social studies course. The study data were collected via reflection reports prepared by the learners o...
The purpose of this paper is to compare three design based learning studies in terms of implementation issues. These cases were students as educational game designers, students as digital story creators, and pre-service teachers as digital story creators for instructional materials. Looking across the cases, in all three studies, participants had d...
Teknolojinin eğitimde kullanılma sıklığı, eğitsel alanda geliştirilen çevrimiçi etkileşimli yanıtlama sistemlerini ön plana çıkarmıştır. Öğrenmede etkili geri bildirim verilmesini sağlaması ve öğrencilerin derse olan ilgisinin ve motivasyonunun düşmesini engellemesi amacıyla öğrenci yanıtlama sistemleri kullanılmaktadır. Öğrenci yanıtlama sistemler...
Teknolojinin eğitimde kullanılma sıklığı, eğitsel alanda geliştirilen çevrimiçi etkileşimli yanıtlama sistemlerini ön plana çıkarmıştır. Öğrenmede etkili geri bildirim verilmesini sağlaması ve öğrencilerin derse olan ilgisinin ve motivasyonunun düşmesini engellemesi amacıyla öğrenci yanıtlama sistemleri kullanılmaktadır. Öğrenci yanıtlama sistemler...
The purpose of this study was to design a problem based collaborative learning environment supported by dynamic web technologies and to examine students’ views about this learning environment. The study was designed as a qualitative research. Some
36 students who took an Object Oriented Programming I-II course at the department of computer programm...
The aim of this study is to examine the satisfaction of students being educated in institution of
educational sciences with instructors, advisors, managers, the graduate education process, and
the physical conditions according to various variables. In addition, graduate education was
investigated in terms of academic attainment, personal and social...
Özet:
Öğretmenlere yönelik hizmet-içi eğitim faaliyetlerinin gerçekleştirilmesinde bazı eksiklikler ve aksaklıklar yaşanmaktadır. Bu aksaklıklardan bazıları hizmet-içi eğitimlerin sürekliliğinin sağlanamaması, eğitim öğretim faaliyetleri dışında yüz yüze hizmet-içi eğitimde yaşanan zaman sıkıntısı, hayat boyu eğitim ve mesleki gelişimin bütünleşti...
Bu çalışma ortaokul matematik öğretmenlerinin matematik öğretiminde bilişim teknolojileri (BT) kullanımına ilişkin görüşlerinin ortaya çıkarılması amacıyla gerçekleştirilmiştir. Çalışma grubu olarak Niğde’deki merkez ve merkeze bağlı ortaokullarda görev yapan matematik öğretmenleri arasından ölçüt örneklemeyle seçilmiş 24 matematik öğretmeni belirl...
Today after the end of vocational and technical education, the desired people skills are to communicate with
other people, to solve problems, to use technology, to collaborate with other people, to take responsibility
(Doğan, 1997). But there are some problems in the vocational and technical education. These problems are as
follows: the application...
In this study, it is aimed to investigate middle school mathematics teachers' competencies in using information technology in education. Survey method research design was used in this study. The study was carried out with middle school mathematics teachers teaching in city center and nearby districts of Nigde province. According to the data obtaine...
It is important to use the social constructivism theory in gaining collaborative work and problem-solving which is one of the main proficiencies in 21st century. Collaborative problem solving method which is one of the subtitles of social constructivism theory allows students to work in teams in a social environment. Qualitative research method is...
The purpose of this study is to analyze effects of blended learning environment on middle school student's’ engagement and academic achivement. Pretest-posttest control group quasi experimental design was utilized. The study was conducted with 52 students in experimental group and 55 students in control group. According to the results of this study...
The purpose of this research is to investigate pre-service teachers’ security awareness on social networking sites. Survey method was used in this research. The survey of “Security Awareness on Social Networking Sites” was used as data collection tool developed by the researchers. The data were collected from 909 pre-service teachers from Faculty o...
The purpose of this study is to investigate student- and school-level factors that help to explain the difference in the nature of science (NOS) views. Overall, the design of this study is correlational. The sample consisted of 3062 students enrolled in the sixth, seventh, and eighth grades of elementary schools in Turkey. A hierarchical linear mod...
Bu araştırmanın amacı öğretmen adaylarının çevrimiçi bilgi arama stratejilerini belirlemektir. Ayrıca çevrimiçi bilgi arama stratejileri cinsiyet, internette bilgi arama sıklığı ve internette bilgi arama düzeyi açısından incelenmiştir. Bu amaç doğrultusunda Tsai (2009) tarafından geliştirilen Aşkar ve Mazman (2013) tarafından Türkçeye uyarlanan çev...
Bu mektupta Bilgisayar ve Öğretim Teknolojileri Eğitimi Bölümü (BÖTE)'nü tanıtmak, alandaki kavramları ve bu kavramlar arasındaki ilişkiler açıklanmaya çalışılmıştır. Bu amaçla öncelikle alandaki temel kavramlar olan eğitim ve öğretim teknolojisi kavramlarının tanımlarına yer verilmiştir. Ayrıca alanın temel bileşenleri olan teknolojilere, öğrenme...
The purpose of this study is to introduce educational technology project, OZTEK, for special education students and present usability issues related to those developed technologies. With the OZTEK, the researchers intend to develop innovative, technology enhanced learning environments to support the education of children with such special needs and...
The purpose of this study is to compile research studies regarding use of interactive games as of mathematics teaching environment. According to data obtained from these works, primary and secondary education students' qualifications of interactive games that is suitable for mathematics curricula are given. For that purpose, journal articles, disse...
The aim of this research is to analyze effect of blended learning environment on secondary (middle) school
student's motivation and attitude in social studies class. Pretest-posttest control group quasi experimental
design was utilized in this study. The study was conducted with 52 students in experimental group and
55 students in control group stu...
Use of different teaching materials and curriculum for the same subjects is always a confounding factor in studies investigating teacher characteristics and student achievement. The purpose of this study is to understand the effects of different teacher qualities on student achievement in high schools with a standards-based curriculum delivered ove...
Web 2.0 technologies allow average computer users to be able to publish on the Internet without having to know complex computer technical knowledge, which gives these technologies powerful potential to facilitate student engagement in various learning environments. However, a knowledge gap exists in the literature related to factors affecting stude...
The aim of the study is to reveal the potential of Kinect controlled with body movements in education for students having mental disabilities by referring to the experts’ opinions who study on education of students having mental disability. Grounded theory is used as a research model. Data are collected with semi- structured interview questions fro...
The purpose of this study is to explore how ability, motivational, and student demographic factors impact student engagement in blended learning environments. Students' academic engagement with academically purposeful activities has a positive relationship with learning and development. A blended learning environment that combined strengths of onli...
Due to increasing demand for education and training in the information age, online learning and teaching is becoming a necessity in our future. However, lack of research goals to understand impact of online learning environments on students is a problem in research on online learning environments. We identified four main research goals to pursue in...
Introduction
Student enrollment in college computer science (CS) and information technology (IT) programs are in a downward trend in most developed countries. At the same time, the U.S. Bureau of Labor and their counterparts in other countries forecast an increased need for skilled CS/IT graduates.
To reverse the downwards trend in college level CS...
This study investigates the factors impacting the achievement of adult learners in a technology certificate program on computer networks. We studied 2442 participants in 256 institutions. The participants were older than age 18 and were enrolled in the Cisco Certified Network Associate (CCNA) technology training program as 'non-degree' or 'certific...
Recent accountability movements in the education world gave rise to standards-based curriculum, which provides a teaching and learning environment with high quality instructional materials. An example to such learning environment is Cisco Certified Network Associate (CCNA) program. This study investigates high school teachers’ perceptions and exper...
Student achievement gap between urban and suburban regions are a major issue in U.S. schools. Technology enhanced learning environments that support teaching and learning process with advanced technology may close this achievement gap. This paper examines the impact of student and school factors with an emphasis on schools' geographic location on s...
There has been a rapid increase in the number of technology certificate programs offered around the world in the last decade. While designing, developing, and implementing these programs little or no consideration is given to geographical, cultural and developmental differences between different regions of the world. This study investigates the stu...
The purpose of this paper is to describe the development process and the key components of a computer-assisted histology material. Computer-assisted histology material is designed to supplement traditional histology education in a large Midwestern university. Usability information of the computer-assisted instruction (CAI) material was obtained thr...
The purpose of this paper is to describe the development process and the key components of a computer-assisted histology material. Computer-assisted histology material is designed to supplement traditional histology education in a large Midwestern university. Usability information of the computer-assisted instruction (CAI) material was obtained thr...
This paper examines the student, program delivery and school factors that influenced student achievement in the Cisco Networking Academy. The Academy uses the Internet to distribute a centrally developed curriculum and standards-based online testing, and combines that with local instructors who teach classes to students. This study, conducted with...
The values and assumptions of our culture of origin form our beliefs and behavior and thus we see the world through the lenses of our cultural values, mostly without being consciously aware of those values. Because of the availability of new information and communication technologies, recently people from different cultures have started to communic...
We present an Internet-based Electronic Performance Support System (EPSS) called the Systemic Change EPSS. Systemic change facilitators can use this system to access the tools, resources, and information they need in the systemic change process. A general outline of the Systemic Change EPSS is introduced. Components of the Systemic Change EPSS and...
This presentation describes the design and development of an Internet-Based Electronic Performance Support System called the Systemic Change EPSS. The Systemic Change EPSS provides systemic change facilitators with the information, tools, and resources they need, and accessibility to other facilitators who are dealing with systemic change effort. T...
This paper examines the student, program delivery and school factors that influenced student achievement in the Cisco Networking Academy. The Academy uses the Internet to distribute a centrally developed curriculum and standards-based online testing, and combines that with local instructors who teach classes to students. This study, conducted with...