Muhterem Dindar

Muhterem Dindar
Tampere University | UTA · Faculty of Education and Culture

PhD.

About

35
Publications
52,653
Reads
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310
Citations
Introduction
Muhterem Dindar is an assistant professor in game-based learning in Tampere University. His research interests include complex problem solving, online measures of learning, game-based learning and multi modal indicators of learning processes.
Additional affiliations
August 2016 - present
University of Oulu
Position
  • PostDoc Position
October 2015 - October 2016
Çanakkale Onsekiz Mart Üniversitesi
Position
  • Researcher
September 2012 - October 2015
Anadolu University
Position
  • Research Assistant
Education
September 2010 - June 2015
Anadolu University
Field of study
  • Computer Education and Instructional Technology
September 2001 - July 2005
Ege University
Field of study
  • Computer Education and Instructional Technology

Publications

Publications (35)
Article
This study investigated the video gaming behaviors of 479 high school students with respect to gender-based differences, as well as the relationship between video gaming, academic success and Complex Problem Solving skills (CPS). Video gaming was measured under the gaming experience, gaming time, gaming frequency, perceived gaming skills, playing a...
Article
Metacognitive experiences are the feelings and judgments that emerge in relation to an ongoing learning task. Much of the work on metacognitive experiences has studied these constructs piecemeal and mostly in individual learning settings. Thus, little is known about how metacognitive experiences co-occur in social learning settings. In light of thi...
Article
This study explores the potential of emotional mimicry in identifying the leader and follower students in collaborative learning settings. Our data include video recorded interactions of 24 high school students who worked together in groups of three during a collaborative exam. A facial emotions recognition method was used to capture participants'...
Article
There is a growing body of research on physiological synchrony (PS) in Collaborative Problem Solving (CPS). However, the current literature presents inconclusive findings about the way in which PS is reflected in cognitive and affective group processes and performance. In light of this, this study investigates the relationship between PS and metaco...
Article
Full-text available
Collaborative problem solving (CPS) is a cyclical process in which team members go back and forth between various cognitive and affective phases as they interact with the problem state and each other. An increasing amount of research has been conducted to explore how sequential relationships between the CPS phases affect team performance outcomes....
Article
Full-text available
Self-regulated learning theory acknowledges the importance of an individual's metacognitive monitoring and group-level regulation for learning achievement in collaborative learning. However, very few studies have empirically investigated the interplay of these factors. This study aimed to investigate how groups' metacognitive interactions, group-le...
Article
Full-text available
Being aware of the progress towards one’s goals is considered one of the main characteristics of the self-regulation process. This is also the case for collaborative problem solving, which invites group members to metacognitively monitor the progress with their goals and externalize it in social interactions while solving a problem. Monitoring chal...
Article
Full-text available
Purpose This study aims to explore Twitter posts of Turkish government agencies and the public under a specific hashtag, #NotHolidayButDistanceEducation, specifically related to online distance education during the Covid-19 pandemic. Design/methodology/approach This study used a thematic analysis on 22,547 original tweets posted by 6,970 users dur...
Article
Full-text available
This study provides an overview of research on teachers' use of artificial intelligence (AI) applications and machine learning methods to analyze teachers' data. Our analysis showed that AI offers teachers several opportunities for improved planning (e.g., by defining students' needs and familiarizing teachers with such needs), implementation (e.g....
Article
Full-text available
Covid-19 pandemic has caused a massive transformation in K-12 settings towards online education. It is important to explore the factors that facilitate online teaching technology adoption of teachers during the pandemic. The aim of this study was to compare Learning Management System (LMS) acceptance of Finnish K-12 teachers who have been using a s...
Poster
Full-text available
Effective collaborative learning (CL) requires group-level regulation (Kwon et al., 2014) in terms of co-regulated learning (CoRL) and socially shared regulation of learning (SSRL), which invites learners to plan, monitor, and evaluate their learning beyond individual level (Järvelä et al., 2018). Group-level regulation actualizes in social interac...
Article
Full-text available
This systematic review on data modalities synthesises the research findings in terms of how to optimally use and combine such modalities when investigating cognitive, motivational, and emotional learning processes. ERIC, WoS, and ScienceDirect databases were searched with specific keywords and inclusion criteria for research on data modalities, res...
Article
Full-text available
In collaborative learning situations, monitoring is needed to maintain common progress toward shared goals. The present study aimed to analyze group-level monitoring events, as well as groups’ reactions to these events, to identify instances of adaptive regulation and maladaptive behavior. Three dimensions of monitoring events were qualitatively co...
Article
Full-text available
Gamification has become a popular approach to blending learning with fun and enjoyable experiences. However, gamification research has been criticized for mostly focusing on game mechanics and related outcomes while paying little attention to the psychological processes that mediate the relationship between these mechanics and outcomes. Furthermore...
Article
Full-text available
This study investigated the interplay of temporal changes in self-regulated learning processes (i.e., behavioral, cognitive, motivational and emotional) and their relationship with academic achievement in computer-supported collaborative learning. The study employed electrodermal activity and self-report data to capture the dynamicity of self-regul...
Article
The aim of this study is to investigate the relationship between shared monitoring of collaborative learning processes and physiological synchrony between the collaborating group members. Shared monitoring fuels collaborative learning in groups. Video and electrodermal activity data were collected from a group of high school students (two male, one...
Article
Several frameworks have been proposed to explain the motivations for playing Massively Multiplayer Online Role-Playing Games (MMORPG). However, no unified view as to whether people play MMORPGs for extrinsic or intrinsic rewards has been proposed in the existing literature. Thus, this study drew upon flow theory, Veblen’s Leisure Class theory, and...
Article
Purpose The purpose of this paper is to propose a robust framework for assessing motivations to use Twitter. Drawing on previous studies, Diffusion of Innovations, Unified Theory of Acceptance and Use of Technology, and Uses and Gratifications frameworks were incorporated to capture the variety in Twitter gratifications. Design/methodology/approa...
Article
Studies on Game Transfer Phenomena (GTP) have demonstrated that experiencing altered sensorial perceptions, automatic thoughts and behaviours after playing video games are relatively common phenomena. The aim of this paper is twofold: (i) to validate the Turkish version of the GTP scale (GTPS), and (ii) to examine the prevalence and the relation be...
Article
Full-text available
Dunya genelindeki en genis olcekli ogrenci degerlendirme programlarindan olan PISA sinavinda 2003 yilindan beri ogrencilere Matematik, Fen ve Okuma okuryazarliginin yani sira Problem Cozme testi de uygulanmaktadir. Ulusal alanyazinda Turkiye’nin PISA sinavindaki basari duzeyini farkli acilardan inceleyen cok sayida arastirma bulunmakla birlikte mev...
Article
A recent and pervasive “urban legend” in education describes contemporary students as digital natives and effective multitaskers. The current study investigated the effects of sequential and concurrent multitasking scenarios on content retention and topic interest in a multimedia learning environment. Five hundred and seventy two undergraduate stud...
Article
Full-text available
Today’s youngsters interact with digital technologies to a great extent which leads scholars to question the influence of this exposure on human cognitive structure. Through resorting to digital nativity assumptions, it is presumed that cognitive architecture of the youth may change in accordance with digital technology use. In this regard, the cur...
Conference Paper
In the last few decades, human life has been digitalized tremendously. It is now possible to wear the technologies which could not be fit in huge offices in the past. The size of computer processors shrank to micro levels while their processing capacity boomed to Gigabytes. In addition to the increased processing capacity of computers, the incremen...
Article
The majority of multimedia learning studies focus on the use of graphics in learning process but very few of them examine the role of graphics in testing students' knowledge. This study investigates the use of static graphics versus animated graphics in a computer-based English achievement test from a cognitive load theory perspective. Three hundre...
Article
Recent studies on online social networking have revealed many user characteristics while quitters have been addressed rarely. The current study investigated the reasons of quitting Facebook among 231 pre-service teachers. First, Facebook Quitting Questionnaire was created through a comprehensive literature review and expert opinions. The measure wa...
Article
Massively Multiplayer Online Role Playing Games (MMORPGs) attract millions of online gamers all over the world. However, very few studies have addressed the nature of participants in these games through a robust theoretical background. Thus, the need for theory-based attempts to understand the characteristics of players in different contexts is urg...
Article
Full-text available
İlgi, bireylerin öğrenme ve öğrenmeye ilişkin eğilimlerini anlama ve yönlendirmede büyük öneme sahip bir motivasyon türü olarak görülmektedir. Bu bakımdan ilginin nasıl oluştuğu, bireylerin öğrenmeleri ve ilgileri arasındaki ilişkiyi etkileyen değişkenlerin neler olduğu dikkate değer bir araştırma alanı olarak karşımıza çıkmaktadır. Bu çalışmada il...
Article
This study investigated the gamer characteristics and motivations among the members of two massively multiplayer online first person shooting games (MMOFPS). Responses of 5380 gamers were obtained through online administration of several measures on personal information, gaming motivations, social appearance anxiety, and self–efficacy. A structural...
Article
Full-text available
There have been extensive studies regarding the use and efficacy of multimedia in education. Although testing and evaluation is another important stage of teaching and learning processes, few studies have been identified in the literature that examine the use of multimedia while measuring students’ achievement. In this study we used two different m...
Conference Paper
Full-text available
In the multimedia instruction literature, the most common method in measuring cognitive load of individuals is using rating scales. Other seldom used method is using secondary-task performance scores. There are not enough researches that examine the consistency of rating scales and secondary-task performance scores. In our pilot study we measured c...

Questions

Questions (6)
Question
In our study 72 participants are clustered in 24 groups and completed a collaborative task. Our data includes repeated measurements of 4 independent variables and a single measurement of 1 dependent variable (please see the figure).
We see a three-level structure in our dataset: Level1:repeated measurements; Level2:Students; Level3: Groups.
Considering that we have measured the dependent variable only once, i am not sure if we can conduct three-level multimodelling on our data. What would be the most appropriate analysis?
Can we simply calculate the mean score for each participant across the independent variables and run a two-level multilevel modelling (Level1:Participant average score on an independent variable; Level2:Group)?
Question
Dear friends,
We are looking for a speech recognition software that will allow us to automatically code the voice of multiple participants talking in alternating turns.
Basically, we expect the software to
1) differentiate voice of participants from each other and assign a different code to each participant,
2) provide a timeline output that will allow us to quantify the duration and frequency of talk for each participant.
A hypothetical coding output would be like this:
ParticipantA:1
ParticipantB:2
ParticipantC:3
No talk:0
Timeline------------------------->>
2222220111111000000022222233333330000011111000000222
Question
Hi,
My dataset consists of only four participants who were measured over six sessions. For each session, participants’ scores on variable X and variable Y were calculated. Which statistical analysis would you suggest me to run in order to investigate the relationship between X and Y?
Question
We have 4 explanatory variables and one predicted variable in our study. We have repeatedly measured each explanatory at 15 different time slots and the predicted variable only for once. All data is continuous. We would like to investigate the relationship between explanatory variables and the dependent variable. Which statistical analysis would be the most robust approach to analyze our data?
Question
We have a test with 16 items to measure student achievement. Items are comprised of of multiple-choice, close-ended and open ended questions.
We have three different scores on student achievement (0:wrong answer, 1:partial credit, 2:full credit). 
Which (preferably free) software would you suggest for the partial credit IRT model analysis  to calculate student total scores?
Question
We are planning to apply a specific test to measure problem solving skills of students. Students will be given full or partial credit for the 16 question items they will answer. Are there any practical guidelines on how to score and measure student success with Item Response Theory? 

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Projects

Projects (2)
Project
Self-regulation is an invisible demanding mental skill that individuals must acquire to effectively function (cognitively, socially, emotionally) in the world. The problem is that the processes at the foundation of this regulation are invisible and thus very challenging to understand, support, and influence. While self-regulation of learning (SRL) is difficult for individuals, it is even more so when interacting with peers and in teams; co-regulation (CoRL) and socially shared regulation (SSRL) respectively. CLEVER aims to identify and support the regulation of complex learning process in groups in such a way that the individuals concomitantly also acquire those skills.