Araştırma Makalesi
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Uzamsal Becerilerin Geliştirilmesi İçin Üç Boyut İçerikli Etkileşimli Videoların Kullanılabilirliğine Yönelik Bir İnceleme

Yıl 2019, Cilt: 13 Sayı: 1, 359 - 388, 30.06.2019
https://doi.org/10.17522/balikesirnef.584671

Öz












Bu çalışmanın temel amacı
geometrik cisimlere yönelik hazırlanan etkileşimli videoların öğrencilerin
uzamsal becerilerinin geliştirilmesi için kullanılabilirliğinin incelenmesidir.
Bu amaç doğrultusunda (1) İnternet ortamında yayınlanan ve güncel web
tarayıcıları tarafından görüntülenebilen etkileşimli videoların nasıl
geliştirilebileceğinin aktarılması, (2) Milli Eğitim Bakanlığı ilköğretim
matematik öğretim programındaki geometrik cisimler alt öğrenme alanındaki
kazanımlarına uygun olarak geliştirilen etkileşimli ortamın Nielsen’in
sezgiselleriyle alan uzmanları tarafından incelenmesi ve (3) bu tür videoların
geometri öğretimde kullanılabilirliğine yönelik görüşlerin sunulması
hedeflenmiştir. Keşfedici araştırma yönteminde yürütülen çalışmada geliştirmeye
yönelik süreç sonu uzman temelli değerlendirme gerçekleştirilmiştir. Buna göre,
matematik eğitimi alan uzmanları tarafından videonun kullanılabilirliğinin
belirlenmesi adına Nielsen sezgisellerinden yararlanılarak sezgisel
değerlendirme yapılmıştır. Öğretim elemanlarıyla inceleme sonunda yapılan
görüşmeler ile elde edilen veriler nitel olarak çözümlenerek Nielsen
sezgiselleri ile eşleştirilmiştir. Etkileşimli videonun öğretim sürecine ve
öğrenciye sağlayacağı katkılar açısından elde edilen kodlar, tema ve
kategorilerde toparlanarak sunulmuştur. Değerlendirme sonunda öğretim
elemanları geometri öğretiminde öğrencilerin uzamsal becerilerinin gelişimine
yönelik tasarlanan etkileşimli videoyu kullanılabilir bulmuşlar ve bu tür
videoların geliştirilmesine yönelik olumlu tutum sergilemişlerdir. Gelecekte
geometrik cisimlere yönelik geliştirilecek etkileşimli videolarda
kullanıcıların tanıdık oldukları ortam ve arayüzlerin kullanılması, videolarda
soru tabanlı etkileşimlere yer verilmesi ve vidoların günlük hayat ile
ilişkilendirilmesi önerilmektedir.



Kaynakça

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  • Amaro, A.C., Veloso, A.I., & Oliveira, L. (2016). Social games and different generations: A heuristic evaluation of Candy Crush Saga. Paper presented at the 1st International Conference on Technology and Innovation in Sports, Health and Wellbeing (1-3 December), Vila Real, Portugal. 10.1109/TISHW.2016.7847791 https://ieeexplore.ieee.org/stamp/stamp.jsp?tp=&arnumber=7847791 adresinden 20.07.2018 tarihinde edinilmiştir.
  • Ayres, K.M., & Langone, J. (2008). Video supports for teaching students with developmental disabilities and autism: Twenty- five years of research and development. Journal of Special Education Technology, 23(3), 1-8.
  • Bayrak, M., Karaman, A., & Kurşun, E. (2014). FATİH projesi kapsamında kullanılan LCD panelli etkileşimli tahtaların kullanılabilirlik problemlerinin tespiti. Mersin Üniversitesi Eğitim Fakültesi Dergisi, 10(2), 28-50.
  • Becker, D., & de Villiers, M.R. (2008). Iterative design and evaluation of an e-learning tutorial: A research-based approach. South African Computer Journal, 42, 38-46.
  • Camacho Miñano, M. M.; Urquía Grande, E.; Rivero Menéndez, M. J., & Pascual Ezama, D. (2016). Multimedia teaching resources for Financial Accounting in bilingual degrees. Educación XX1, 19(1), 63-89. 10.5944/educXX1.13941
  • Chen, Y.T. (2012). A study of learning effects on e-learning with interactive thematic video. Journal of Educational Computing Research, 47(3), 279-292. 10.2190/EC.47.3.c
  • Cuypers, H., & Knopper, J.W. (2013). Interactive mathematical videos. Paper presented at the MathUI 2013. https://cermat.org/events/MathUI/13/proceedings/Interactive-Mathematical-Videos-MathUI2013.pdf adresinden 12.04.2018 tarihinde edinilmiştir.
  • Çağıltay, K. (2018). İnsan-bilgisayar etkileşimi ve kullanılabilirlik mühendisliği: Teoriden pratiğe (2. Baskı). Ankara: Seçkin Yayıncılık. ISBN: 978-975-02-4596-1
  • Daramola, O., Oladipupo, O., Afolabi, I., & Olopade, A. (2017). Heuristic evaluation of an institutional e-learning system: A Nigerian case. International Journal of Emerging Technologies in Learning, 12(3), 26-42.
  • Delice, A., & Sevimli, E. (2010). Geometri problemlerinin çözüm süreçlerinde görselleme becerilerinin incelenmesi: Ek çizimler. Marmara Üniversitesi Atatürk Eğitim Fakültesi Eğitim Bilimleri Dergisi, 31, 83-103.
  • Domagk, S., Schwartz, R.N., & Plass, J.L. (2010). Interactivity in multimedia learning: An integrated model. Computers in Human Behavior, 26(5), 1024-1033. 10.1016/j.chb.2010.03.003
  • Donkor, F. (2010). The comparative instructional effec¬tiveness of print-based instructional materials for teaching practical skills at a distance. International Review of Re¬search in Open and Distance Learning, 11(1), 96-115.
  • Donkor, F. (2011). Assessment of learner acceptance and satisfaction with video-based instructional materials for teaching practical skills at a distance. International Review of Research in Open and Distance Learning, 12(5), 74-92.
  • Fadde, P.J. (2006). Interactive video training of perceptual decision-making in the sport of baseball. Technology, Instruction, Cognition and Learning, 4(3-4), 265-285.
  • Fung, R.H.Y., Chiu, D.K.W., Ko, E.H.T., Ho, K.K.W., & Lo, P. (2016). Heuristic usability evaluation of university of Hong Kong libraries' mobile website. The Journal of Academic Librarianship, 42, 581-594. 10.1016/j.acalib.2016.06.004
  • Georgsson, M., Staggers, N., & Weir, C. (2016). A modified user-oriented heuristic evaluation of a mobile health system for diabetes self-management support. CIN: Computers, Informatics, Nursing, 34(2):77-84. 10.1097/CIN.0000000000000209
  • Gibson, J.J. (1962). Observations on active touch. Psychological Review, 69(6), 477-491.
  • Guy, R., Byrne, B., & Rich, P. (2014). Supporting physiology learning: the development of interactive concept-based video clips. Advances in Physiology Education, 38, 96-98. 10.1152/advan.00096.2013.
  • Gürbüz R., & Gülburnu, M. (2013). 8. sınıf geometri öğretiminde kullanılan Cabri 3d’nin kavramsal öğrenmeye etkisi. Türk Bilgisayar ve Matematik Eğitim Dergisi, 4(3), 224-241.
  • Hadidi, R., & Sung, C. (1998). Students’ acceptance ofWeb-based course offerings: An empirical assessment. Paper presented at the AMCIS Conference, Baltimore, MD. http://aisel.aisnet.org/amcis1998/ adresinden 23.01.2018 tarihinde edinilmiştir.
  • Hammond, J., Cherrett, T., & Waterson, B. (2015). Making in-class skills training more effective: The scope for interactive videos to complement the delivery of practical pedestrian training. British Journal of Educational Technology, 46(6), 1344–1353. 10.1111/bjet.12205
  • Holzinger, A. (2005). Usability engineering methods for software developers. Communications of the ACM, 48(1), 71–74. 10.1145/1039539.1039541
  • Hong, J.C., Tsai, C.M., Ho, Y.J., Hwang, M.Y., & Wu, C.J. (2013). A comparative study of the learning effectiveness of a blended and embodied interactive video game for kindergarten students, Interactive Learning Environments, 21(1), 39-53. 10.1080/10494820.2010.542760
  • Jimenez, C., Lozada, P., & Rosas, P. (2016). Usability heuristics: A systematic review. Paper presented at the IEEE 11CCC. http://ieeexplore.ieee.org/stamp/stamp.jsp?tp=&arnumber=7750805 adresinden 20.07.2018 tarihinde edinilmiştir.
  • Johnson, G. J., Bruner, G. C., & Kumar, A. (2006). Interactivity and its facets revisited. Journal of Advertising, 35(4), 35-52. 10.2753/JOA0091-3367350403
  • Kösa, T. (2011). Ortaöğretim öğrencilerinin uzamsal becerilerinin incelenmesi. (Doktora tezi, Karadeniz Teknik Üniversitesi, Eğitim Bilimleri Enstitüsü, Trabzon). https://tez.yok.gov.tr/UlusalTezMerkezi/ adresinden 12.04.2018 tarihinde edinilmiştir.
  • Lowry, S.Z., Quinn, M.T., Ramaiah, M., Schumacher, R.M., Patterson, E.S., North, R., Zhang, J., Gibbons, M.C., & Abbott P. (2012). Technical Evaluation, Testing and Validation of the Usability of Electronic Health Records. National Institute of Standards and Technology, Gaithersburg, MD, NIST Interagency/Internal Report (NISTIR) 7804. https://ws680.nist.gov/publication/get_pdf.cfm?pub_id=909701 adresinden 12.04.2018 tarihinde edinilmiştir.
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  • Merkt, M., Weigand, S., Heier, A., & Schwan, S. (2011). Learning with videos vs. learning with print: The role of interactive features. Learning and Instruction, 21, 687-704. 10.1016/j.learninstruc.2011.03.004
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Investigating the Usability of Interactive Videos with 3D Content for Developing Spatial Skills

Yıl 2019, Cilt: 13 Sayı: 1, 359 - 388, 30.06.2019
https://doi.org/10.17522/balikesirnef.584671

Öz












The purpose of this study is to investigate the usability of interactive
videos for developing spatial skills of students in geometric solids. For this
purpose, it is aimed (1) to specify crucial steps for developing such videos
viewed by web browsers, (2) to examine the interactive environment, which were
developed in accordance with the learning outcomes of geometric solids in
Ministry of National Education elementary school mathematics curriculum, by
experts based on Nielsen's heuristics and (3) to point out the opinions for
usability of such videos in teaching of geometry. Experts evaluated the
developmental process in which the exploratory research method was used.
Accordingly, heuristic evaluation was made by mathematics education experts
based on Nielsen heuristics to identify the usability of the video. The data
obtained from the interviews were qualitatively analyzed and matched with
Nielsen heuristics. The codes obtained in terms of the contribution of the
interactive video to the teaching process and the student are presented in the
themes and categories. At the end of the evaluation, the experts agreed on the
usability of interactive videos in teaching of geometry for developing spatial
skills and showed positive attitude towards the development of such videos. For
further developments, it is suggested to provide such videos in students’
familiar media and interfaces, place interactive question-answer environment
and associate the content of videos with daily life.



Kaynakça

  • Adamo Villani, N., Doublestein, J., & Martin, Z. (2005). Sign language for K-8 mathematics by 3D Interactive animation. Journal of Educational Technology Systems, 33(3), 241-257.
  • Almeida, S., Mealha, O., & Veloso, A. (2010). Heuristic evaluation of “FarmVille”. Videojogos 2010, ISBN: 978-989-20-2190-4. http://gaips.inesc-id.pt/videojogos2010/actas/Actas_Videojogos2010_files/VJ2010-FP_P_21-30.pdf adresinden 10.10.2018 tarihinde edinilmiştir.
  • Amaro, A.C., Veloso, A.I., & Oliveira, L. (2016). Social games and different generations: A heuristic evaluation of Candy Crush Saga. Paper presented at the 1st International Conference on Technology and Innovation in Sports, Health and Wellbeing (1-3 December), Vila Real, Portugal. 10.1109/TISHW.2016.7847791 https://ieeexplore.ieee.org/stamp/stamp.jsp?tp=&arnumber=7847791 adresinden 20.07.2018 tarihinde edinilmiştir.
  • Ayres, K.M., & Langone, J. (2008). Video supports for teaching students with developmental disabilities and autism: Twenty- five years of research and development. Journal of Special Education Technology, 23(3), 1-8.
  • Bayrak, M., Karaman, A., & Kurşun, E. (2014). FATİH projesi kapsamında kullanılan LCD panelli etkileşimli tahtaların kullanılabilirlik problemlerinin tespiti. Mersin Üniversitesi Eğitim Fakültesi Dergisi, 10(2), 28-50.
  • Becker, D., & de Villiers, M.R. (2008). Iterative design and evaluation of an e-learning tutorial: A research-based approach. South African Computer Journal, 42, 38-46.
  • Camacho Miñano, M. M.; Urquía Grande, E.; Rivero Menéndez, M. J., & Pascual Ezama, D. (2016). Multimedia teaching resources for Financial Accounting in bilingual degrees. Educación XX1, 19(1), 63-89. 10.5944/educXX1.13941
  • Chen, Y.T. (2012). A study of learning effects on e-learning with interactive thematic video. Journal of Educational Computing Research, 47(3), 279-292. 10.2190/EC.47.3.c
  • Cuypers, H., & Knopper, J.W. (2013). Interactive mathematical videos. Paper presented at the MathUI 2013. https://cermat.org/events/MathUI/13/proceedings/Interactive-Mathematical-Videos-MathUI2013.pdf adresinden 12.04.2018 tarihinde edinilmiştir.
  • Çağıltay, K. (2018). İnsan-bilgisayar etkileşimi ve kullanılabilirlik mühendisliği: Teoriden pratiğe (2. Baskı). Ankara: Seçkin Yayıncılık. ISBN: 978-975-02-4596-1
  • Daramola, O., Oladipupo, O., Afolabi, I., & Olopade, A. (2017). Heuristic evaluation of an institutional e-learning system: A Nigerian case. International Journal of Emerging Technologies in Learning, 12(3), 26-42.
  • Delice, A., & Sevimli, E. (2010). Geometri problemlerinin çözüm süreçlerinde görselleme becerilerinin incelenmesi: Ek çizimler. Marmara Üniversitesi Atatürk Eğitim Fakültesi Eğitim Bilimleri Dergisi, 31, 83-103.
  • Domagk, S., Schwartz, R.N., & Plass, J.L. (2010). Interactivity in multimedia learning: An integrated model. Computers in Human Behavior, 26(5), 1024-1033. 10.1016/j.chb.2010.03.003
  • Donkor, F. (2010). The comparative instructional effec¬tiveness of print-based instructional materials for teaching practical skills at a distance. International Review of Re¬search in Open and Distance Learning, 11(1), 96-115.
  • Donkor, F. (2011). Assessment of learner acceptance and satisfaction with video-based instructional materials for teaching practical skills at a distance. International Review of Research in Open and Distance Learning, 12(5), 74-92.
  • Fadde, P.J. (2006). Interactive video training of perceptual decision-making in the sport of baseball. Technology, Instruction, Cognition and Learning, 4(3-4), 265-285.
  • Fung, R.H.Y., Chiu, D.K.W., Ko, E.H.T., Ho, K.K.W., & Lo, P. (2016). Heuristic usability evaluation of university of Hong Kong libraries' mobile website. The Journal of Academic Librarianship, 42, 581-594. 10.1016/j.acalib.2016.06.004
  • Georgsson, M., Staggers, N., & Weir, C. (2016). A modified user-oriented heuristic evaluation of a mobile health system for diabetes self-management support. CIN: Computers, Informatics, Nursing, 34(2):77-84. 10.1097/CIN.0000000000000209
  • Gibson, J.J. (1962). Observations on active touch. Psychological Review, 69(6), 477-491.
  • Guy, R., Byrne, B., & Rich, P. (2014). Supporting physiology learning: the development of interactive concept-based video clips. Advances in Physiology Education, 38, 96-98. 10.1152/advan.00096.2013.
  • Gürbüz R., & Gülburnu, M. (2013). 8. sınıf geometri öğretiminde kullanılan Cabri 3d’nin kavramsal öğrenmeye etkisi. Türk Bilgisayar ve Matematik Eğitim Dergisi, 4(3), 224-241.
  • Hadidi, R., & Sung, C. (1998). Students’ acceptance ofWeb-based course offerings: An empirical assessment. Paper presented at the AMCIS Conference, Baltimore, MD. http://aisel.aisnet.org/amcis1998/ adresinden 23.01.2018 tarihinde edinilmiştir.
  • Hammond, J., Cherrett, T., & Waterson, B. (2015). Making in-class skills training more effective: The scope for interactive videos to complement the delivery of practical pedestrian training. British Journal of Educational Technology, 46(6), 1344–1353. 10.1111/bjet.12205
  • Holzinger, A. (2005). Usability engineering methods for software developers. Communications of the ACM, 48(1), 71–74. 10.1145/1039539.1039541
  • Hong, J.C., Tsai, C.M., Ho, Y.J., Hwang, M.Y., & Wu, C.J. (2013). A comparative study of the learning effectiveness of a blended and embodied interactive video game for kindergarten students, Interactive Learning Environments, 21(1), 39-53. 10.1080/10494820.2010.542760
  • Jimenez, C., Lozada, P., & Rosas, P. (2016). Usability heuristics: A systematic review. Paper presented at the IEEE 11CCC. http://ieeexplore.ieee.org/stamp/stamp.jsp?tp=&arnumber=7750805 adresinden 20.07.2018 tarihinde edinilmiştir.
  • Johnson, G. J., Bruner, G. C., & Kumar, A. (2006). Interactivity and its facets revisited. Journal of Advertising, 35(4), 35-52. 10.2753/JOA0091-3367350403
  • Kösa, T. (2011). Ortaöğretim öğrencilerinin uzamsal becerilerinin incelenmesi. (Doktora tezi, Karadeniz Teknik Üniversitesi, Eğitim Bilimleri Enstitüsü, Trabzon). https://tez.yok.gov.tr/UlusalTezMerkezi/ adresinden 12.04.2018 tarihinde edinilmiştir.
  • Lowry, S.Z., Quinn, M.T., Ramaiah, M., Schumacher, R.M., Patterson, E.S., North, R., Zhang, J., Gibbons, M.C., & Abbott P. (2012). Technical Evaluation, Testing and Validation of the Usability of Electronic Health Records. National Institute of Standards and Technology, Gaithersburg, MD, NIST Interagency/Internal Report (NISTIR) 7804. https://ws680.nist.gov/publication/get_pdf.cfm?pub_id=909701 adresinden 12.04.2018 tarihinde edinilmiştir.
  • Mayer, R. E., & Chandler, P. (2001). When learning is just a click away: Does simple user interaction foster deeper understanding of multimedia messages? Journal of Educational Psychology, 93(2), 390-397. 10.1037/0022-0663.93.2.390
  • Merkt, M., Weigand, S., Heier, A., & Schwan, S. (2011). Learning with videos vs. learning with print: The role of interactive features. Learning and Instruction, 21, 687-704. 10.1016/j.learninstruc.2011.03.004
  • Moody, C. (2013). How interactive video (itv) web-enhanced format affects instructional strategy and instructor satisfaction? (Doctoral thesis, Walden University, College of Education, Washington, Minneapolis, USA). https://search.proquest.com/docview/1312339732 adresinden 12.04.2018 tarihinde edinilmiştir.
  • Nielsen, J. (1995). 10 Usability Heuristics for User Interface Design. https://www.nngroup.com/articles/ten-usability-heuristics/ adresinden 23.01.2018 tarihinde edinilmiştir.
  • Nielsen, J. (2012). Usability 101: Introduction to Usability. http://www.nngroup.com/articles/usability-101-introduction-to-usability adresinden 23.01.2018 tarihinde edinilmiştir.
  • Olkun, S. (2003a). Comparing computer versus concrete manipulatives in learning 2d geometry. Journal of Computers in Mathematics and Science Teaching, 22(1), 43-56.
  • Olkun, S. (2003b). Making Connections: Improving Spatial Abilities with Engineering Drawing Activities. International Journal of Mathematics Teaching and Learning. 10.1501/0003624 http://acikarsiv.ankara.edu.tr/browse/4036/4235.pdf?show adresinden 23.01.2018 tarihinde edinilmiştir.
  • Olkun, S., & Altun, A. (2003). İlköğretim öğrencilerinin bilgisayar deneyimleri ile uzamsal düşünme ve geometri başarıları arasındaki ilişki. The Turkish Online Journal of Educational Technology - TOJET, 2(4), 86-91.
  • Özkan, S., & Köseler, R. (2009). Multi-dimensional students’ evaluation of e-learning systems in the higher education context: An empirical investigation. Computers & Education, 53(4), 1285-1296. 10.1016/j.compedu.2009.06.011
  • Pala, F.K. (2014). Çoklu ortam tabanlı tartışmalarla desteklenmiş çevrimiçi öğrenme ortamının geliştirilmesi ve etkililiğinin sınanması. (Doktora tezi, Hacettepe Üniversitesi, Eğitim Bilimleri Enstitüsü, Ankara). https://tez.yok.gov.tr/UlusalTezMerkezi/ adresinden 12.04.2018 tarihinde edinilmiştir.
  • Reiter, B. (2017). Theory and methodology of exploratory social science research. International Journal of Science and Research Methodology, 5(4), 129-150.
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  • Schaffer, N. (2007). Heuristics for Usability in Games. https://gamesqa.files.wordpress.com/2008/03/heuristics_noahschafferwhitepaper.pdf adresinden 23.01.2018 tarihinde edinilmiştir.
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  • Tutak, T., & Birgin, O. (2008). Geometri öğretiminde bilgisayar destekli öğretimin öğrenci başarısına etkisi. 8th International Educational Technology Conference’da sunulmuş bildiri. Anadolu Üniversitesi, Eskişehir (6-8 Mayıs).
  • URL1. Mozilla Webmaker. https://webmaker.org
  • URL2. Introducing Popcorn Maker. https://blog.mozilla.org/blog/2012/11/11/popcorn-maker/
  • URL3. Api Nedir? http://api.nedir.com
  • URL4. Popcorn-Js. https://github.com/menismu/popcorn-js
  • URL5. About Sketchfab. https://sketchfab.com/about
  • Vural, Ö.F. (2013). The impact of a question-embedded video-based learning tool on e-learning. Educational Sciences: Theory & Practice, 13(2), 1315-1323.
  • Wai, J., Lubinski, D., & Benbow, C. P. (2009). Spatial ability for STEM domains: Aligning over 50 years of cumulative psychological knowledge solidifies its importance. Journal of Educational Psychology, 101(4), 817-835. 10.1037/a0016127
  • Wouters, P., Tabbers, H.K., & Paas, F. (2007). Interactivity in video-based models. Educational Psychology Review, 19, 327-342.
  • Yue, J. (2008). Spatial Visualization by Realistic 3D Views. Engineering Design Graphics Journal, 72(1), 28‐38.
  • Zhang, D., Zhou, L., Brigss, R.O., & Nunamaker Jr., J.F. (2006). Instructional video in e-learning: Assessing the impact of interactive video on learning effectiveness. Information & Management, 43, 15–27. 10.1016/j.im.2005.01.004
Toplam 62 adet kaynakça vardır.

Ayrıntılar

Birincil Dil Türkçe
Bölüm Makaleler
Yazarlar

Erkan Çalışkan 0000-0002-2309-1406

Semirhan Gökçe 0000-0002-4752-5598

Nezih Önal 0000-0002-6979-262X

Yayımlanma Tarihi 30 Haziran 2019
Gönderilme Tarihi 26 Aralık 2018
Yayımlandığı Sayı Yıl 2019 Cilt: 13 Sayı: 1

Kaynak Göster

APA Çalışkan, E., Gökçe, S., & Önal, N. (2019). Uzamsal Becerilerin Geliştirilmesi İçin Üç Boyut İçerikli Etkileşimli Videoların Kullanılabilirliğine Yönelik Bir İnceleme. Necatibey Eğitim Fakültesi Elektronik Fen Ve Matematik Eğitimi Dergisi, 13(1), 359-388. https://doi.org/10.17522/balikesirnef.584671