Skip to main content

ETHNOS_APP

Home • Search • Journals • List 0

Fezile Özdamlı

Biographic Data

ID6592839
NAMEFezile Özdamlı
GIVEN NAMESFezile
FAMILY NAMEÖzdamlı
SIGNATUREÖZDAMLI F
AFFILIATIONSNear East University
ORCID0000-0002-6699-3418
VERIFIEDYes
TOTAL WORKS6
TOTAL CITATIONS0
WORKS AS AUTHOR6
WORKS AS EDITOR0
FIRST PUBLICATION YEAR2016
LATEST PUBLICATION YEAR2023
H-INDEX0
  • Positive and Negative Impacts of Gamification on the Fitness Industry

    Open Access•Fezile Özdamlı, Fulbert Milrich•ARTICLE•European Journal of Investigation…•2023

    Gamification features to motivate individuals to exercise have become a trend in the fitness sector that is gaining popularity. It is based on the idea that adding fun and competitive components to workout routines will inspire people to achieve their fitness objectives and maintain a healthy lifestyle. This research study attempts to analyze the literature that explores this concept of gamification in detail, and create a picture of how its impl…

  • Programming Language Training With the Flipped Classroom Model

    Open Access•Ata Taşpolat, Fezile Özdamlı et al.•ARTICLE•SAGE Open•2021

    The flipped classroom method, which could be considered as one of the crucial new generation teaching approaches, is a permutation of the educational activities that are carried out inside and outside of the classroom environment. The main purpose of the present study is to determine the impact of the flipped classroom approach on students’ academic achievement and their attitudes toward programming and methodology at the higher education level. …

  • "Eğitimde Oyunlaştırma Uygulamaları" Ölçeğinin Geçerlik ve Güvenirliği

    Open Access•Fezile Ozdamli, Fezile Özdamlı•ARTICLE•Uluslararasi Kibris Universitesi…•2019

    eknolojik yeniliklerle geliştirilen oyunlaştırma, eğitim sistemlerini geliştirmek ve öğrencileri motive etmek için kullanılmaya başlanmıştır. Öğrencileri motive etmek için önemli bir potansiyele sahip olan oyunlaştırma öğrenciler için çok cazip hale gelmiştir. Eğitsel oyunlaştırma uygulamalarının artması ile çalışmaların sayısı da artış göstermektedir. Oyun bağımlılığına bağlı olarak geliştirilen ölçeklerin olduğu bilinmesine rağmen, öğrencilerin…

  • Preschool Teachers’ Opinions on the Use of Augmented Reality Application in Preschool Science Education / Mišljenja nastavnika predškolskog odgoja o upotrebi aplikacije proširene stvarnosti u predškol…

    Open Access•Fezile Ozdamli, Fezile Özdamlı et al.•ARTICLE•Croatian Journal of Education -…•2018

    The media elements used in education continuously develop as a result of technological development, and virtual and augmented reality (AR) applications have consequently become much more significant. Augmented reality is a technology that combines virtual objects with the real world and provides simultaneous interaction between virtual objects and reality. This kind of technology lies between virtual reality (VR) and reality, where users are plac…

  • A review on the rights of children in the digital age

    Open Access•Muhammad Bello Nawaila, Sezer Kanbul et al.•ARTICLE•Children and Youth Services Review•2018

  • A Piece of Qualitative Study About Digital Natives

    Open Access•Rahme Uygarer, Hüseyin Uzunboylu et al.•ARTICLE•The Anthropologist•2016

    This research is conducted to examine how the concepts of digital natives and digital immigrants are represented in the literature. Therefore, qualitative research methodology was preferred for the research. Data collection was done through literature review. Keywords such as digital natives and digital immigrants in education are used to search for details about digital natives and digital immigrants in education settings. Thus, literature revie…

No prominent works on this page.

  • A Piece of Qualitative Study About Digital Natives

    Open Access•Rahme Uygarer, Hüseyin Uzunboylu et al.•ARTICLE•The Anthropologist•2016

    This research is conducted to examine how the concepts of digital natives and digital immigrants are represented in the literature. Therefore, qualitative research methodology was preferred for the research. Data collection was done through literature review. Keywords such as digital natives and digital immigrants in education are used to search for details about digital natives and digital immigrants in education settings. Thus, literature revie…

  • Preschool Teachers’ Opinions on the Use of Augmented Reality Application in Preschool Science Education / Mišljenja nastavnika predškolskog odgoja o upotrebi aplikacije proširene stvarnosti u predškol…

    Open Access•Fezile Ozdamli, Fezile Özdamlı et al.•ARTICLE•Croatian Journal of Education -…•2018

    The media elements used in education continuously develop as a result of technological development, and virtual and augmented reality (AR) applications have consequently become much more significant. Augmented reality is a technology that combines virtual objects with the real world and provides simultaneous interaction between virtual objects and reality. This kind of technology lies between virtual reality (VR) and reality, where users are plac…

  • A review on the rights of children in the digital age

    Open Access•Muhammad Bello Nawaila, Sezer Kanbul et al.•ARTICLE•Children and Youth Services Review•2018

  • "Eğitimde Oyunlaştırma Uygulamaları" Ölçeğinin Geçerlik ve Güvenirliği

    Open Access•Fezile Ozdamli, Fezile Özdamlı•ARTICLE•Uluslararasi Kibris Universitesi…•2019

    eknolojik yeniliklerle geliştirilen oyunlaştırma, eğitim sistemlerini geliştirmek ve öğrencileri motive etmek için kullanılmaya başlanmıştır. Öğrencileri motive etmek için önemli bir potansiyele sahip olan oyunlaştırma öğrenciler için çok cazip hale gelmiştir. Eğitsel oyunlaştırma uygulamalarının artması ile çalışmaların sayısı da artış göstermektedir. Oyun bağımlılığına bağlı olarak geliştirilen ölçeklerin olduğu bilinmesine rağmen, öğrencilerin…

  • Programming Language Training With the Flipped Classroom Model

    Open Access•Ata Taşpolat, Fezile Özdamlı et al.•ARTICLE•SAGE Open•2021

    The flipped classroom method, which could be considered as one of the crucial new generation teaching approaches, is a permutation of the educational activities that are carried out inside and outside of the classroom environment. The main purpose of the present study is to determine the impact of the flipped classroom approach on students’ academic achievement and their attitudes toward programming and methodology at the higher education level. …

  • Positive and Negative Impacts of Gamification on the Fitness Industry

    Open Access•Fezile Özdamlı, Fulbert Milrich•ARTICLE•European Journal of Investigation…•2023

    Gamification features to motivate individuals to exercise have become a trend in the fitness sector that is gaining popularity. It is based on the idea that adding fun and competitive components to workout routines will inspire people to achieve their fitness objectives and maintain a healthy lifestyle. This research study attempts to analyze the literature that explores this concept of gamification in detail, and create a picture of how its impl…

Computer Science (5 works) · Educational Games and Gamification (3 works) · Sociology (3 works) · Child Development and Digital Technology (2 works) · Humanities (2 works) · Impact of Technology on Adolescents (2 works) · MEDLINE (2 works) · Multimedia (2 works) · Physics (2 works) · Political science (2 works)

Ethnos_APP • Open Source Project • MIT License • Frontend v2.0.0 • Privacy and Cookies • API Documentation: api.ethnos.app/docs • API Source Code: GitHub • DOI: 10.5281/zenodo.17049435 • Frontend Source Code: GitHub • DOI: 10.5281/zenodo.17050053 • cruz.rio.br • Expectantes Misericordiae