Fezile Özdamlı
Biographic Data
| ID | 6592839 |
|---|---|
| NAME | Fezile Özdamlı |
| GIVEN NAMES | Fezile |
| FAMILY NAME | Özdamlı |
| SIGNATURE | ÖZDAMLI F |
| AFFILIATIONS | Near East University |
| ORCID | 0000-0002-6699-3418 |
| VERIFIED | Yes |
| TOTAL WORKS | 6 |
| TOTAL CITATIONS | 0 |
| WORKS AS AUTHOR | 6 |
| WORKS AS EDITOR | 0 |
| FIRST PUBLICATION YEAR | 2016 |
| LATEST PUBLICATION YEAR | 2023 |
| H-INDEX | 0 |
Positive and Negative Impacts of Gamification on the Fitness Industry
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
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
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…
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
A Piece of Qualitative Study About Digital Natives
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…
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A Piece of Qualitative Study About Digital Natives
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…
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
"Eğitimde Oyunlaştırma Uygulamaları" Ölçeğinin Geçerlik ve Güvenirliği
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
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
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)