Gulsah Kacmaz
Biographic Data
| ID | 9493474 |
|---|---|
| NAME | Gulsah Kacmaz |
| GIVEN NAMES | Gulsah |
| FAMILY NAME | Kacmaz |
| SIGNATURE | KACMAZ G |
| AFFILIATIONS | Bartin University |
| ORCID | 0000-0002-8010-7689 |
| VERIFIED | Yes |
| TOTAL WORKS | 5 |
| TOTAL CITATIONS | 0 |
| AUTHOR COUNT | 5 |
| EDITOR COUNT | 0 |
| FIRST PUBLICATION YEAR | 2022 |
| LATEST PUBLICATION YEAR | 2026 |
| H-INDEX | 0 |
Measuring pre-service teachers’ technological pedagogical content knowledge of games: The association between attitudes towards games and game-based technological pedagogical knowledge
Integrating digital games into classrooms requires teachers to have specific technological and pedagogical competencies. This study aimed to address the gap in adapting and validating the TPACK-G Questionnaire to assess pre-service teachers’ technological pedagogical content knowledge (TPACK) related to game-based learning in Turkey. Confirmatory factor analysis supported a robust four-factor structure, with acceptable model fit and strong intern…
An investigation of the mathematics applications in the Apple App Store: Do they contain benchmarks of educational quality
Given the numerous mathematics applications marketed in the Apple App Store and the lack of quality control, it is critical to determine whether these digital learning tools are well-designed and if they are accurately marketed by developers. The present study evaluated the top math apps (n = 33) priced under $15, categorized into three age groups (i.e. <5, 6-8, and 9-11) in the App Store. It examined how well they incorporate five educational fe…
Measuring teacher scaffolding in game-based learning: Emotional and responsibility scaffolds lead while resources and previous game experience shape practices
Why this app? How educators choose a good educational app
Why this app? How parents choose good educational apps from app stores
Educational apps can be considered a dominant medium for providing educational content to children. Parents are major stakeholders and mediators in the selection of apps (Dias & Brito, 2021). It is critical to know how they choose apps for their children and understand what indicates a quality educational app, as well‐designed apps can support and enhance children's learning process. An online study with parents was conducted to identify parents'…
No prominent works on this page.
Why this app? How educators choose a good educational app
Why this app? How parents choose good educational apps from app stores
Educational apps can be considered a dominant medium for providing educational content to children. Parents are major stakeholders and mediators in the selection of apps (Dias & Brito, 2021). It is critical to know how they choose apps for their children and understand what indicates a quality educational app, as well‐designed apps can support and enhance children's learning process. An online study with parents was conducted to identify parents'…
An investigation of the mathematics applications in the Apple App Store: Do they contain benchmarks of educational quality
Given the numerous mathematics applications marketed in the Apple App Store and the lack of quality control, it is critical to determine whether these digital learning tools are well-designed and if they are accurately marketed by developers. The present study evaluated the top math apps (n = 33) priced under $15, categorized into three age groups (i.e. <5, 6-8, and 9-11) in the App Store. It examined how well they incorporate five educational fe…
Measuring teacher scaffolding in game-based learning: Emotional and responsibility scaffolds lead while resources and previous game experience shape practices
Measuring pre-service teachers’ technological pedagogical content knowledge of games: The association between attitudes towards games and game-based technological pedagogical knowledge
Integrating digital games into classrooms requires teachers to have specific technological and pedagogical competencies. This study aimed to address the gap in adapting and validating the TPACK-G Questionnaire to assess pre-service teachers’ technological pedagogical content knowledge (TPACK) related to game-based learning in Turkey. Confirmatory factor analysis supported a robust four-factor structure, with acceptable model fit and strong intern…
Computer Science (4 works) · Psychology (4 works) · Child Development and Digital Technology (3 works) · Gender and Technology in Education (3 works) · Educational Games and Gamification (2 works) · Impact of Technology on Adolescents (2 works) · Mathematics education (2 works) · App store (1 works) · Artificial Intelligence (1 works) · Curriculum (1 works)