
Zeynep Taçgın- PhD
- Professor (Associate) at Marmara University
Zeynep Taçgın
- PhD
- Professor (Associate) at Marmara University
About
48
Publications
29,138
Reads
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214
Citations
Introduction
Virtual reality, augmented reality, mixed reality, instructional design, material development, distance education, education technologies
Current institution
Publications
Publications (48)
This study investigates the adaptation and validation of Turkey’s Cognitive Style and Learning Style Inventories, highlighting cultural and educational impacts on cognitive and learning styles. By utilising SPSS and the Multidimensional Item Response Theory via R programming, this study assesses these tools among the 185 Turkish participants. A key...
This research investigates the intricate relationship between problem-solving patterns and various factors, including demographics, cognitive style, learning styles, puzzle completion, and emotional and behavioral responses in the context of 2D and 3D virtual reality (VR) puzzle-solving tasks. The study employed an explanatory sequential mixed meth...
Eğitime yabancılaşma, öğrenme süreci yahut müfredat veya okul gibi yapılardan kopmuş hissetme durumunu ifade eder. Bu çalışmanın amacı, öğretmen adaylarının anlatıları perspektifinden COVID-19 pandemisi sırasında yaşanan acil uzaktan öğrenme deneyimini betimlemeye çalışmak ve gerek bu süreçte gerekse bu sürecin adından okullaşmaya karşı yaşanan yab...
Bu araştırmada, TPACK modeli temel alınarak öğrenci merkezli ve performansa dayalı değerlendirme araçlarının kullanıldığı 14 haftalık bir ders planı hazırlanmıştır. Tek grup öntest-sontest deseni kullanılarak yürütülen bu deneysel çalışma, seçmeli bir derste gerçekleştirilmiştir. Araştırmada, 10 dördüncü sınıf öğrencisinin eğitim teknoloji standart...
This concept paper explores the use of extended reality (XR) technology in nursing education, with a focus on three case studies developed at one regional university in Australia. Tertiary education institutions that deliver nursing curricula are facing challenges around the provision of simulated learning experiences that prepare students for the...
This study represents RelaXRoom as an immersive virtual reality experience to offer the psychological and social support during and after the pandemic. RelaXRoom includes three main modules for self-meditation, a therapy session with a therapist and a group therapy opportunity with other people who have similar problems with the user. The users of...
https://books.google.com.tr/books?id=tJiDEAAAQBAJ&printsec=frontcover#v=onepage&q&f=false
Representing a diverse range of academic perspectives from various disciplines to provoke original thinking, engage critical analysis, and fuel the desire to improve education, this book is for those readers with a genuine interest in quality education and su...
Metaverse is a comprehensive term and a shifting paradigm that brings several disciplines together to structure a universal system for its users based on the developments in the related fields. To understand what the metaverse is, initially, we should examine its definitions and comprehend the meaning of related terms. This chapter deep dives into...
This study investigates the impact of design components of an immersive virtual reality learning environment for increasing simulation effectiveness. myVOR was developed to offer an immersive virtual learning experience for nursing students about operating theatre instruments and procedures. The initial version of myVOR has been revised and adapted...
The recent increase in affordability of immersive virtual reality learning environments (IVRLEs) grows the interests of university, school, and industry training contexts. Due to their unique affordances, these environments have the potential to lead to a paradigm shift in learning experience design. The absence of learning design models, however,...
This research investigates the learning progress and bottlenecks of students during learning via an immersive virtual reality environment. At the planning stage of this action research, an immersive virtual reality learning environment – myVOR- was designed and developed to teach concepts and procedures. myVOR was developed using the Unity game eng...
The perceived effectiveness of an IVRLE may distinguish depending on the previous knowledge learners. The purpose of this research is to investigate the features of an immersive virtual reality learning environment (IVRLE) and to evaluate its perceived simulation effectiveness under the learning, attitude, and confidence sub-concepts. This study de...
Bu araştırmanın amacı akademisyenlerin patent alma sürecinde yaşadıkları güçlükleri tespit etmek ve bu güçlükleri aşmak için çözüm önerileri sunmaktadır. Nitel arastirmaturlerinden olgubilim kullanilan bu araştırma ölçüt durum örnekleme yontemi ile katilimcilar secilmistir. Verilerin toplanmasında patent sahibi olan alti akademisyenle yüz yüze yarı...
The purpose of this study is to demonstrate the most delicate parts of eLearning material development process and tools from the Instructional Design (ID) perspective. In this context, the birth lesson eLearning material modules have been progressed in accordance with the design - based research approach. The selected two modules have been complete...
Despite the current essential rules to set up the surgical instruments on the mayo table, there is no standard implementation for this stage of the preoperative preparation. The nursing students do not have enough opportunity to gain experience because of the high-risk conditions and they faced a lack of feedback during their learning. This study i...
Innovative educational research integrates technological resources in a learning environment for finding the most appropriate method to increase the desired learning outcomes. This kind of research includes two fundamental stages. First, the learning material is designed and developed using suitable learning strategies and techniques. At the second...
The purpose of this study is to provide cognitive knowledge and psychomotor skills to nursing students by teaching them the necessary procedures and concepts related to preoperative procedures in surgery, and to design and develop of a virtual reality simulation, and evaluate the product and its processes using instructional design models. For this...
Teknoloji veya bilgi çağı olarak nitelendirilen günümüzde “teknoloji her yerde” mottosu ile özdeşleşen bireyler ve toplumlar hızla dönüşmektedir. Teknolojinin farklı versiyonlarının toplumların yaşam biçimini değiştirmesi ve yeni nesillerin var olan duruma adaptasyonu ise kaçınılmazdır. Kemp (2018)’ın hazırladığı raporda yer alan 2018 yılı verileri...
Amaç
Bu çalışmanın amacı sanal gerçeklik ortamlarında psikomotor becerileri geliştiren ve prosedürel bilgi öğretimini sağlayan bir öğretim tasarımı modeli önerisi sunmaktır. Bu doğrultuda, hemşirelik öğrencilerine, ameliyat öncesi süreçlerle ilgili kavram ve prosedürleri öğretmek için bir sanal gerçeklik ortamı tasarlanmış, geliştirilmiş ve değerl...
Bu araştırmanın amacı üniversite öğrencilerinin bilgi ve iletişim teknolojilerine (BİT) yönelik tutumları ile kariyer uyum yetenekleri (KUY) arasındaki ilişkinin irdelenmesidir. Bu kapsamda, İstanbul'da öğrenim gören 153 önlisans öğrencisinden anket yoluyla veri toplanmıştır. Anket formu (1) demografik, (2) BİT tutum ölçeği ve (3) KUY ölçeği kullan...
The purpose of this study is to propose an instructional design (ID) model to provide procedural knowledge instruction based on psychomotor skills in virtual reality (VR) environments. In this direction, a VR environment was designed, developed, and evaluated to teach specific concepts and procedures to nursing students.
The projected VRLE developm...
The purpose of this research is to evaluate the design features of the sensory immersive VRLE that designed for nursing students to teach the preoperative procedures. The methodology of this research consists of two major stages (1) the design characteristics of VRLE have been examined and (2) the design features of simulation was applied to the pa...
The purpose of this study is to design and develop an innovative augmented reality (AR) platform that will contribute to the development of literacy skills, language acquisition levels, and mathematical skills by learning the letters, numbers, and words of individuals aged three years and over. For this purpo-se, it was aimed to create a learning m...
The purpose of this study is to analyze the thesis prepared in Computer and Educational Technologies field in terms of method and to determine what sort of data gathering tools were preferred and how open the method is indicated. Also, document analysis method was used in order to analyze the studies. In this context, 29 of 58 postgraduate thesis e...
This study aims to develop a mobile EPSS application for overcoming the problems of a newly established distance education center. It has been conducted with 12 employees, including the instructional designers and staff members of Marmara University Distance Education Center (DEC) as participants. Two different qualitative methods have been used to...
The purpose of this study is to determine perception of postgraduate Computer Education and Instructional Technologies (CEIT) students regarding the concepts of Augmented Reality (AR), Virtual Reality (VR), Mixed Reality (MR), Augmented Virtuality (AV) and Mirror Reality; and to offer a table that includes differences and similarities between these...
The teachers have a substantial role for students through consciously the Internet usage and struggle with cyberbullying. The purpose of this study is to investigate cyberbullying tendency and multidimensional perceived social support status of the teacher candidates. The participants of this research have become 412 teacher candidates as education...
Computer Science education, particularly in the aspect of programming, grows more important by the day with the increasing demand for meeting the demands of the software industry in today's information age towards skilled workers. For this reason, and also for meeting the demands of an “Information Society”, it has been advised that the curriculum...
The teachers have a substantial role for students through consciously the Internet usage and struggle with cyberbullying. The purpose of this study is to investigate cyberbullying tendency and multidimensional perceived social support status of the teacher candidates. The participants of this research have become 412 teacher candidates as education...
Distance education has three main components (1) material, (2) LMS, (3) measurement and evaluation. Also, it has several actors to execute learning. Educational technologists have of the paramount significance to develop eLearning materials who are graduated from CEIT department in Turkey.
The purpose of this study is to demonstrate the eLearning...
The purpose of this study is to demonstrate the most delicate parts of eLearning material development process and tools from the Instructional Design (ID) perspective. In this context, the obstetrical nursing eLearning material modules have been progressed in accordance with the design based research approach. The selected two modules have been com...
Augmented Reality has been accepted as an effective educational method and this review depends on philosophical background of cognitive science. This means, several channels –aural, visual, and interactivity, etc.-have been used to offer information in order to support individual learning styles. In this study, Natural User Interface-and Human Comp...
Countries’ education level is the most important driving force for economic development. Scientific researchs demonstrate that there is significant relationship between education level and development elements which are economic growth, political and social developments. South Korea was on the border of starvation after the second world war althoug...
ÖZ: Bu araştırma üniversite öğrencilerinin bilgisayar oyunu oynama alışkanlıkları ve oyun tercihlerini tespit etmek amacıyla yapılmıştır. Araştırmaya Marmara Üniversitesi’ndeki 5 farklı fakülteden 191 öğrenci katılmıştır. Katılımcı grubu belirlenen fakültelerdeki öğrenciler arasından uygun örnekleme yöntemi ile belirlenmiştir. Araştırma sonuçları s...
Çağımızda teknolojinin hızlı bir gelişim gösterdiğini ve buna bağlı olarak hayatın her
alanın
ı
da etk
ilediğini
görmekteyiz.
Bu gelişim ve değişi
mler eğitim sistemlerini
de
dönüştürmektedir.
“
Fırsatları Artırma ve
Teknolojiyi İyileştirme Hareketi”
anlamına gelen FATİH Projesi
o
kul öncesi eğitimden başlayarak
,
lise son
sınıfa
kad...
Bu araştırmanın amacı üniversitelerde yer alan eğitim ve uygulama merkezlerindeki eğitim kalitesini ve
bu
merkez
lerde eğitim gören öğrencilerin akademik
başarısı
nı arttırmak için merkez
yöneticilerin
in
sosyal
yeterliliklerini saptamak
tır. Böylece yaşam boyu öğrenmeyi de destekleyen bu merkezlerde oluşabilecek sosyal
sorunlara karşı çözüm...
Günümüzde bilişim teknolojilerinin eğitimde kullanımı her geçen gün artmaktadır. Bu artış, en çok uzaktan eğitim alanında olmakta ve teknoloji alanındaki gelişmeler uzaktan eğitimi daima etkilemiştir. İlgili literatür incelendiğinde uzaktan eğitim ile ilgili gelişmelerin artan bir ivme ile daha da artacağını göstermektedir. Ancak uzaktan eğitimde i...
Bu çalışmanın amacı uzaktan eğitim öğrencilerin memnuniyet ve beklentilerine ilişkin tespitte bulunmaktır. Böylece uzaktan eğitim sistemlerinin gelişimi için çeşitli önerilerde bulunulmuştur. Araştırmanın evrenini tüm uzaktan eğitim öğrencileri oluşturmaktadır. Örneklemi Marmara Üniversitesi Sosyal Bilimler MYO’nunuzaktan eğitim pazarlama 1. Sınıf...
Questions
Question (1)
I am glad to announce the upcoming book titled “Enhanced learning environment: Technology and Innovation” by Cambridge Scholar Publishing.
Depending on your previous research papers, I would like to invite you to contribute to this book by submitting one or more chapters. If you interest to be part of this project, please find the detailed information below.
The book title: Enhanced learning environment: Technology and Innovation
Publisher: Cambridge Scholars Publishing
Editor: Zeynep Tacgin, PhD
Publication fee: None
Abstract: Technology became part of our lives and shifted the conventional lifestyles of individuals. Today we use technology to increase productivity and sufficiency in any area from business to education. The integration of technological developments in our lives requires us to be up to date learners and using new technological tools for both individual and professional learning. This book presents the latest educational technologies for adjusting learning environments to be lifelong learners.
Important dates (revised):
· Proposal submission deadline: 25th October 2021
· Notification of acceptance: 5th November 2021
· Full paper submission deadline: 10th January 2021
· Review results returned: 28 February 2022
· Final chapter submission: 15 April 2022
· Final deadline: 31 May 2022
If you would like to contribute to this book, please fill the attached book chapter proposal form until 25th October 2021 and return your proposal via email below. After acceptance of your proposal, I will kindly ask you to fill the Contributors agreement form.
More information about the publisher: https://www.cambridgescholars.com/
More information about the book: https://www.cambridgescholars.com/uploads/Enhanced%20Learning%20Environments%20Technology%20and%20Innovation.pdf
If you have any further questions, please do not hesitate to contact me. I wish you a beautiful day.
Kind regards,
Zeynep Tacgin, PhD
Marmara University & Charles Sturt University