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Artırılmış Gerçekliğin Temel Tasarım Eğitiminde Kullanımına Yönelik Akademisyen Görüşleri

Year 2024, Issue: Sanatta Dijitalizm Özel Sayısı, 281 - 292, 28.11.2024
https://doi.org/10.17484/yedi.1502671

Abstract

Gelişen teknolojiyle paralel olarak eğitim materyalleri de gelişim ve değişim içerisine girmiştir. Z kuşağı öğrencilerinin gerek teknolojiyle yakınlıklıkları gerekse düşünce yapılarının değişmesi sonucunda bu durum kaçınılmaz olmuştur. Bu çalışmada da Bauhaus Okulu döneminden bu yana yayın olarak geleneksel yöntemlerle sürdürülen temel tasarım eğitimi dersinin yenilikçi teknolojiyle entegrasyonu üzerine bir araştırma yapılmıştır. Bu kapsamda artırılmış gerçeklik (AG) teknolojisinin temel tasarım eğitimine entegrasyonuna yönelik uzman akademisyenlerin görüşleri analiz edilmiştir. AG teknolojisinin öğrenme süreçlerine dahil edilmesinin, öğrencilerin tasarım yetenekleri ve gelişim süreçleri üzerindeki etkileri tartışılmıştır. Araştırmada nitel araştırma yöntemlerinden derinlemesine mülakat tekniği kullanılarak alanında uzman 10 akademisyen ile yarı yapılandırılmış görüşmeler gerçekleştirilmiştir. Akademisyenler, AR teknolojisinin geleneksel öğretim yöntemleriyle entegre edilmesi gerektiği konusunda hemfikir oldukları sonucuna varılmıştır. Ayrıca, entegrasyonun avantajları, dezavantajları ve AG teknolojisinin uygulanması sonucunda geleneksel yöntemlerin kullanımında beklenen öğrenme çıktılarına etki edebilecek olası endişeler üzerinde durulmuştur. Görüşmelerden elde edilen bulgular doğrultusunda, temel tasarım derslerinin daha etkileşimli ve verimli bir şekilde nasıl dönüştürülebileceğine dair önerilere yer verilmiştir.

References

  • Akbulut, D. (2014). Tasarımda temel etkileşim: Temel tasarım eğitiminde bütünleşik ortak zemin [Basic interaction in design: Integrated common ground in basic design education]. Art and Design Journal, 1(13), 23-40. https://dergipark.org.tr/tr/pub/sanatvetasarim/issue/20654/220356
  • Akdeniz, H., & Aksel, E. (1989). Güzel sanatlar fakültelerinde temel sanat eğitimi üzerine düşünceler ve bir bakış açısı [Thoughts and a perspective on basic art education in fine arts faculties]. Hacettepe University Faculty of Fine Arts Publications.
  • Alakuş, A. O. (2002). İlköğretim okulları 6. sınıf resim-iş dersi öğretim programındaki grafik tasarımı konularının çok alanlı sanat eğitimi yöntemiyle ve bu yönteme uygun düzenlenmiş ortamda uygulanması [Implementation of graphic design subjects in the 6th grade art-work course curriculum of primary schools with the multidisciplinary art education method and in an environment designed in accordance with this method] [Published doctoral thesis]. Gazi University.
  • Altunışık, R., Coşkun, R., Bayraktaroğlu, S., & Yıldırım, E. (2010). Sosyal bilimlerde araştırma yöntemleri SPSS uygulamalı [Research methods in social sciences with SPSS application] (6th Edition), Sakarya Publishing.
  • Ayaydın, A. (2010). Temel tasarım eğitiminde bilgisayar teknolojisinin gerekliliği ve geleceği [The necessity and future of computer technology in basic design education]. Journal of Dicle University Ziya Gökalp Faculty of Education, (15), 52-62.
  • Billinghurst, M. & Duenser, A. (2012). Augmented reality in the classroom, IEEE Computer Society, 45(7), 56- 63. https://doi.org/10.1109/MC.2012.111
  • Büyüköztürk, Ş. (2016). Deneysel desenler öntest-sontest kontrol grubu desen ve veri analizi [Experimental designs pretest-posttest control group design and data analysis], Pegem Academy.
  • Cao, W., Yu, Z. The impact of augmented reality on student attitudes, motivation, and learning achievements—a meta-analysis (2016–2023). Humanities & Social Sciences Communications, 10(352). https://doi.org/10.1057/s41599-023-01852-2
  • Chang, K. E., Chang, C. T., Hou, H. T., Sung, Y. T., Chao, H. L. & Lee, C. M. (2014). Development and behavioral pattern analysis of a mobile guide system with augmented reality for painting appreciation instruction in an art museum, Computers & Education, 71(1), 185–197.
  • Chen, J. J., Hsu, Y., Wei, W. & Yang, C. (2021). Continuance intention of augmented reality textbooks in basic design course, Education Science, 11(5), 1-16. https://doi.org/10.3390/educsci11050208
  • Cheng, K.H., & Tsai, C.C. (2013). Affordances of augmented reality in science learning: suggestions for future research, Journal of Science Education and Technology, 22(4), 449-462. http://dx.doi.org/10.1007/s10956-012-9405-9
  • Çiloğlu, T., Yılmaz, Ö., Yılmaz, A., & Karaoğlan, F. (2021). Eğitimde artırılmış gerçeklik konulu makalelerin incelenmesi [Examining articles on augmented reality in education]. Journal of Ahmet Keleşoğlu Faculty of Education, 3(2), 147-158.
  • DiSerio, Á., Ibáñez, M. B. & Kloos, C. D. (2013). Impact of an augmented reality system on students’ motivation for a visual art course, Computers & Education, 68, 586-596. https://doi.org/10.1016/j.compedu.2012.03.002
  • Enhos, H. (2007). Temel tasarım I ve II derslerinin öğretme-öğrenme süreçlerine ilişkin öğrenci görüşleri [Student views on the teaching-learning processes of basic design I and II courses] [Published master's thesis]. Anadolu University.
  • Erim, U. Ö. (2020). Günümüz sanat /tasarım eğitiminde tekstil ve moda bölümlerine ilişkin yeni yaklaşımlar [New approaches to textile and fashion departments in contemporary art/design education]. In Proceedings of Textile, Fashion, Art, Design Symposium (p. 456 467). Aydın University.
  • Gökaydın, N. (2010). Temel sanat eğitimi sanat eğitimi öğretim sistemi ve bilgi kapsamı [Basic art education art education teaching system and scope of knowledge]. MOSS Education.
  • Gün, E. T., & Atasoy, B. (2017). Artırılmış gerçeklik uygulamalarının ilköğretim öğrencilerinin uzamsal yeteneklerine ve akademik başarılarına etkisi [The effect of augmented reality applications on elementary school students' spatial abilities and academic achievement]. Education and Science, 42(191), 31-51
  • Gürbüz, S., & Şahin, F. (2014). Sosyal bilimlerde araştırma yöntemleri [Research methods in social sciences]. Seçkin Publishing.
  • Hung, Y. H., Chen, C. H., & Huang, S. W. (2016). Applying augmented reality to enhance learning: a study of different teaching materials. Journal of Computer Assisted Learning, 33(3), 252–266. https://doi.org/10.1111/jcal.12173
  • Hurwitz, A. & Day, M. (2007). Children and their art: Methods for the elementary school. Thomson Wadsworth.
  • İlhan M., Güler, N., & Taşdelen, T. G. (2020). Nicel veri toplama araçları [Quantitative data collection tools]. In Behçet Oral, Ahmet Çoban (Ed.) Kuramdan uygulamaya eğitimde bilimsel araştırma yöntemleri [Scientific research methods in education from theory to practice] (p. 77-114). Pegem Academy.
  • Kahraman, M. E. (2020). COVID-19 salgınının uygulamalı derslere etkisi ve bu derslerin uzaktan eğitimle yürütülmesi: Temel tasarım dersi örneği [The impact of the COVID-19 pandemic on applied courses and conducting these courses with distance education: The case of a basic design course]. Journal of Medeniyet Art, 6(1), 44-56. https://doi.org/10.46641/medeniyetsanat.741737
  • Karabay, Ö. (2020). Güzel sanatlar öğrencilerinin tasarım gücünü geliştirmede (eleştirel bakma-merak etme-hayal kurma-yaratma bağlamında) temel sanat/tasarım dersinin gerekliliği [The necessity of the basic art / design course in developing the design power of fine arts students (in the context of critical looking-curiosity-imagination-creation)], İnonu University Journal of Art and Design, 10(22), 108-120. https://doi.org/10.16950/iujad.845899
  • Karaçalı, B. (2018). Temel sanat, tasarım olgusu-yeni yaklaşımlar [Basic art, design phenomenon-new approaches]. Journal of Art and Design, 8(1), 170-185. https://doi.org/10.20488/sanattasarim.510313
  • Liu, X., Li, Y., Pan, P., & Li, W. (2011). Research on computer-aided creative design platform based on creativity model, Expert Systems with Applications, 38(8), 9973–9990. https://doi.org/10.1016/j.eswa.2011.02.032
  • Martín-Gutiérrez, J., Saorín, J. L., Contero, M., Alcañiz, M., Pérez-López, D. C. ve Ortega, M. (2010). Design and validation of an augmented book for spatial abilities development in engineering students. Computers & Graphics, 34(1), 77-91.
  • Mayer, R. E. (2002). Multimedia learning. Psychology of Learning and Motivation, (41), 85- 139. https://doi.org/10.1016/S0079-7421(02)80005-6
  • Meggs, B. P. (2012) A history of graphic design, (5th Edition). John Wiley & Sons.
  • Obeid, S., & Demirkan, H. (2020). The influence of virtual reality on design process creativity in basic design studios, Interactive Learning Environments, (31), 1841-1859. https://doi.org/10.1080/10494820.2020.1858116
  • Özaltun, G., & Kahraman, M. E. (2023). Artırılmış gerçeklik (AG) teknolojisinin tasarım eğitiminde etkileşimli öğrenmeye katkısı [The contribution of augmented reality (AR) technology to interactive learning in design education]. ART-E Faculty of Fine Arts Art Journal, 16(32), 110-141.
  • Özderin, S. (2019). Bir yöntem önerisi kapsamında: grafik sanatlarda temel sanat ve tasarım eğitiminde analitik düşünme ve sistematik biçimlendirme [Within the scope of a method proposal: analytical thinking and systematic formalization in basic art and design education in graphic arts], Journal of Socıal and Humanities Sciences Research, 6(42), 2823–2847. https://doi.org/10.26450/jshsr.1431
  • Özsoy, V. (2015). Görsel sanatlar eğitimi Resim-İş eğitiminin tarihsel ve düşünsel temelleri [Visual arts education Historical and intellectual foundations of painting and art education]. Pegem Academy.
  • Patton, M. Q. (2018) Nitel araştırma ve değerlendirme yöntemleri [Qualitative research and evaluation methods] (Trans., Mesut Bütün & Selçuk Beşir Demir). Pegem Academy.
  • Petrov, P., Atanasova, T., & Kostadinov, G. (2021). Enhancing art education in school through augmented reality. In 7th SWS International Scientific Conferences on Social Sciences – ISCSS (p. 99-106). https://doi.org/10.5593/sws.iscss.v2020.7.2/s13.12
  • Prensky, M. (2001). Digital natives, digital immigrants, on the horizon, MCB University Press, 9(5), 1-6. https://doi.org/10.1108/10748120110424816
  • Rand, P. (1993). Design, form, and chaos. Yale University Press.
  • Saidin, F. N., Halim, A. D. N., & Yahaya, N. (2015). A review of research on augmented reality in education: Advantages and applications. Canadian Center of Science and Education, 8(13), 1-8. https://doi.org/10.5539/ies.v8n13p1
  • Seymen, A. F. (2017). Y ve Z kuşak insanı özelliklerinin Millî Eğitim Bakanlığı 2014-2019 stratejik programı ve TÜBİTAK Vizyon 2023 öngörüleri ile ilişkilendirilmesi [Associating the characteristics of Generation Y and Generation Z people with the Ministry of National Education 2014-2019 strategic program and TÜBİTAK Vision 2023 predictions], Kent Akademisi, 10(32), 467–489.
  • Somyürek, S. (2014). Öğretim sürecinde Z kuşağının dikkatini çekme: Artırılmış gerçeklik, Eğitim Teknolojisi Kuram ve Uygulama [Attracting the attention of Generation Z in the teaching process: Augmented reality, Educational Technology Theory and Practice], 4(1), 63-80. https://dergipark.org.tr/tr/pub/etku/issue/6268/84211
  • Sözer, Y., Aydın, M. (2020). Nitel veri toplama teknikleri ve nitel veri analiz süreci [Qualitative data collection techniques and qualitative data analysis process]. B. Oral & A. Çoban (Ed.) In Kuramdan uygulamaya eğitimde bilimsel araştırma yöntemleri [Kuramdan uygulamaya eğitimde bilimsel araştırma yöntemleri] (p. 249-284). Pegem Academy.
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Academic Opinions on the Use of Augmented Reality in Basic Design Education

Year 2024, Issue: Sanatta Dijitalizm Özel Sayısı, 281 - 292, 28.11.2024
https://doi.org/10.17484/yedi.1502671

Abstract

With the advancement of technology, educational materials have also undergone a period of development and change. This situation has been inevitable as a result of both Generation Z students' familiarity with technology and the change in their thought structures. In this study, research was conducted on the integration of the basic design education course, which has been carried out with traditional methods since the Bauhaus School period, with innovative technology. In this context, the opinions of expert academics on the integration of augmented reality (AR) technology into basic design education were analyzed. The effects of the inclusion of AR technology in learning processes on students' design skills and development processes are discussed. In the study, semi-structured interviews were conducted with 10 academics who are experts in their fields using in-depth interview technique from qualitative research methods. It was concluded that academics agreed that AR technology should be integrated with traditional teaching methods. In addition, the advantages and disadvantages of integration and possible concerns that may affect the expected learning outcomes when using traditional methods due to the use of AR technology are emphasized. In line with the findings obtained from the interviews, suggestions on how basic design courses can be transformed into a more interactive and efficient way are given.

References

  • Akbulut, D. (2014). Tasarımda temel etkileşim: Temel tasarım eğitiminde bütünleşik ortak zemin [Basic interaction in design: Integrated common ground in basic design education]. Art and Design Journal, 1(13), 23-40. https://dergipark.org.tr/tr/pub/sanatvetasarim/issue/20654/220356
  • Akdeniz, H., & Aksel, E. (1989). Güzel sanatlar fakültelerinde temel sanat eğitimi üzerine düşünceler ve bir bakış açısı [Thoughts and a perspective on basic art education in fine arts faculties]. Hacettepe University Faculty of Fine Arts Publications.
  • Alakuş, A. O. (2002). İlköğretim okulları 6. sınıf resim-iş dersi öğretim programındaki grafik tasarımı konularının çok alanlı sanat eğitimi yöntemiyle ve bu yönteme uygun düzenlenmiş ortamda uygulanması [Implementation of graphic design subjects in the 6th grade art-work course curriculum of primary schools with the multidisciplinary art education method and in an environment designed in accordance with this method] [Published doctoral thesis]. Gazi University.
  • Altunışık, R., Coşkun, R., Bayraktaroğlu, S., & Yıldırım, E. (2010). Sosyal bilimlerde araştırma yöntemleri SPSS uygulamalı [Research methods in social sciences with SPSS application] (6th Edition), Sakarya Publishing.
  • Ayaydın, A. (2010). Temel tasarım eğitiminde bilgisayar teknolojisinin gerekliliği ve geleceği [The necessity and future of computer technology in basic design education]. Journal of Dicle University Ziya Gökalp Faculty of Education, (15), 52-62.
  • Billinghurst, M. & Duenser, A. (2012). Augmented reality in the classroom, IEEE Computer Society, 45(7), 56- 63. https://doi.org/10.1109/MC.2012.111
  • Büyüköztürk, Ş. (2016). Deneysel desenler öntest-sontest kontrol grubu desen ve veri analizi [Experimental designs pretest-posttest control group design and data analysis], Pegem Academy.
  • Cao, W., Yu, Z. The impact of augmented reality on student attitudes, motivation, and learning achievements—a meta-analysis (2016–2023). Humanities & Social Sciences Communications, 10(352). https://doi.org/10.1057/s41599-023-01852-2
  • Chang, K. E., Chang, C. T., Hou, H. T., Sung, Y. T., Chao, H. L. & Lee, C. M. (2014). Development and behavioral pattern analysis of a mobile guide system with augmented reality for painting appreciation instruction in an art museum, Computers & Education, 71(1), 185–197.
  • Chen, J. J., Hsu, Y., Wei, W. & Yang, C. (2021). Continuance intention of augmented reality textbooks in basic design course, Education Science, 11(5), 1-16. https://doi.org/10.3390/educsci11050208
  • Cheng, K.H., & Tsai, C.C. (2013). Affordances of augmented reality in science learning: suggestions for future research, Journal of Science Education and Technology, 22(4), 449-462. http://dx.doi.org/10.1007/s10956-012-9405-9
  • Çiloğlu, T., Yılmaz, Ö., Yılmaz, A., & Karaoğlan, F. (2021). Eğitimde artırılmış gerçeklik konulu makalelerin incelenmesi [Examining articles on augmented reality in education]. Journal of Ahmet Keleşoğlu Faculty of Education, 3(2), 147-158.
  • DiSerio, Á., Ibáñez, M. B. & Kloos, C. D. (2013). Impact of an augmented reality system on students’ motivation for a visual art course, Computers & Education, 68, 586-596. https://doi.org/10.1016/j.compedu.2012.03.002
  • Enhos, H. (2007). Temel tasarım I ve II derslerinin öğretme-öğrenme süreçlerine ilişkin öğrenci görüşleri [Student views on the teaching-learning processes of basic design I and II courses] [Published master's thesis]. Anadolu University.
  • Erim, U. Ö. (2020). Günümüz sanat /tasarım eğitiminde tekstil ve moda bölümlerine ilişkin yeni yaklaşımlar [New approaches to textile and fashion departments in contemporary art/design education]. In Proceedings of Textile, Fashion, Art, Design Symposium (p. 456 467). Aydın University.
  • Gökaydın, N. (2010). Temel sanat eğitimi sanat eğitimi öğretim sistemi ve bilgi kapsamı [Basic art education art education teaching system and scope of knowledge]. MOSS Education.
  • Gün, E. T., & Atasoy, B. (2017). Artırılmış gerçeklik uygulamalarının ilköğretim öğrencilerinin uzamsal yeteneklerine ve akademik başarılarına etkisi [The effect of augmented reality applications on elementary school students' spatial abilities and academic achievement]. Education and Science, 42(191), 31-51
  • Gürbüz, S., & Şahin, F. (2014). Sosyal bilimlerde araştırma yöntemleri [Research methods in social sciences]. Seçkin Publishing.
  • Hung, Y. H., Chen, C. H., & Huang, S. W. (2016). Applying augmented reality to enhance learning: a study of different teaching materials. Journal of Computer Assisted Learning, 33(3), 252–266. https://doi.org/10.1111/jcal.12173
  • Hurwitz, A. & Day, M. (2007). Children and their art: Methods for the elementary school. Thomson Wadsworth.
  • İlhan M., Güler, N., & Taşdelen, T. G. (2020). Nicel veri toplama araçları [Quantitative data collection tools]. In Behçet Oral, Ahmet Çoban (Ed.) Kuramdan uygulamaya eğitimde bilimsel araştırma yöntemleri [Scientific research methods in education from theory to practice] (p. 77-114). Pegem Academy.
  • Kahraman, M. E. (2020). COVID-19 salgınının uygulamalı derslere etkisi ve bu derslerin uzaktan eğitimle yürütülmesi: Temel tasarım dersi örneği [The impact of the COVID-19 pandemic on applied courses and conducting these courses with distance education: The case of a basic design course]. Journal of Medeniyet Art, 6(1), 44-56. https://doi.org/10.46641/medeniyetsanat.741737
  • Karabay, Ö. (2020). Güzel sanatlar öğrencilerinin tasarım gücünü geliştirmede (eleştirel bakma-merak etme-hayal kurma-yaratma bağlamında) temel sanat/tasarım dersinin gerekliliği [The necessity of the basic art / design course in developing the design power of fine arts students (in the context of critical looking-curiosity-imagination-creation)], İnonu University Journal of Art and Design, 10(22), 108-120. https://doi.org/10.16950/iujad.845899
  • Karaçalı, B. (2018). Temel sanat, tasarım olgusu-yeni yaklaşımlar [Basic art, design phenomenon-new approaches]. Journal of Art and Design, 8(1), 170-185. https://doi.org/10.20488/sanattasarim.510313
  • Liu, X., Li, Y., Pan, P., & Li, W. (2011). Research on computer-aided creative design platform based on creativity model, Expert Systems with Applications, 38(8), 9973–9990. https://doi.org/10.1016/j.eswa.2011.02.032
  • Martín-Gutiérrez, J., Saorín, J. L., Contero, M., Alcañiz, M., Pérez-López, D. C. ve Ortega, M. (2010). Design and validation of an augmented book for spatial abilities development in engineering students. Computers & Graphics, 34(1), 77-91.
  • Mayer, R. E. (2002). Multimedia learning. Psychology of Learning and Motivation, (41), 85- 139. https://doi.org/10.1016/S0079-7421(02)80005-6
  • Meggs, B. P. (2012) A history of graphic design, (5th Edition). John Wiley & Sons.
  • Obeid, S., & Demirkan, H. (2020). The influence of virtual reality on design process creativity in basic design studios, Interactive Learning Environments, (31), 1841-1859. https://doi.org/10.1080/10494820.2020.1858116
  • Özaltun, G., & Kahraman, M. E. (2023). Artırılmış gerçeklik (AG) teknolojisinin tasarım eğitiminde etkileşimli öğrenmeye katkısı [The contribution of augmented reality (AR) technology to interactive learning in design education]. ART-E Faculty of Fine Arts Art Journal, 16(32), 110-141.
  • Özderin, S. (2019). Bir yöntem önerisi kapsamında: grafik sanatlarda temel sanat ve tasarım eğitiminde analitik düşünme ve sistematik biçimlendirme [Within the scope of a method proposal: analytical thinking and systematic formalization in basic art and design education in graphic arts], Journal of Socıal and Humanities Sciences Research, 6(42), 2823–2847. https://doi.org/10.26450/jshsr.1431
  • Özsoy, V. (2015). Görsel sanatlar eğitimi Resim-İş eğitiminin tarihsel ve düşünsel temelleri [Visual arts education Historical and intellectual foundations of painting and art education]. Pegem Academy.
  • Patton, M. Q. (2018) Nitel araştırma ve değerlendirme yöntemleri [Qualitative research and evaluation methods] (Trans., Mesut Bütün & Selçuk Beşir Demir). Pegem Academy.
  • Petrov, P., Atanasova, T., & Kostadinov, G. (2021). Enhancing art education in school through augmented reality. In 7th SWS International Scientific Conferences on Social Sciences – ISCSS (p. 99-106). https://doi.org/10.5593/sws.iscss.v2020.7.2/s13.12
  • Prensky, M. (2001). Digital natives, digital immigrants, on the horizon, MCB University Press, 9(5), 1-6. https://doi.org/10.1108/10748120110424816
  • Rand, P. (1993). Design, form, and chaos. Yale University Press.
  • Saidin, F. N., Halim, A. D. N., & Yahaya, N. (2015). A review of research on augmented reality in education: Advantages and applications. Canadian Center of Science and Education, 8(13), 1-8. https://doi.org/10.5539/ies.v8n13p1
  • Seymen, A. F. (2017). Y ve Z kuşak insanı özelliklerinin Millî Eğitim Bakanlığı 2014-2019 stratejik programı ve TÜBİTAK Vizyon 2023 öngörüleri ile ilişkilendirilmesi [Associating the characteristics of Generation Y and Generation Z people with the Ministry of National Education 2014-2019 strategic program and TÜBİTAK Vision 2023 predictions], Kent Akademisi, 10(32), 467–489.
  • Somyürek, S. (2014). Öğretim sürecinde Z kuşağının dikkatini çekme: Artırılmış gerçeklik, Eğitim Teknolojisi Kuram ve Uygulama [Attracting the attention of Generation Z in the teaching process: Augmented reality, Educational Technology Theory and Practice], 4(1), 63-80. https://dergipark.org.tr/tr/pub/etku/issue/6268/84211
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There are 46 citations in total.

Details

Primary Language English
Subjects Graphic Design, Fine Arts
Journal Section Araştırma Makaleler
Authors

Gözde Özaltun 0000-0001-9616-6782

Mehmet Emin Kahraman 0000-0002-2089-3067

Early Pub Date November 25, 2024
Publication Date November 28, 2024
Submission Date June 19, 2024
Acceptance Date November 4, 2024
Published in Issue Year 2024 Issue: Sanatta Dijitalizm Özel Sayısı

Cite

APA Özaltun, G., & Kahraman, M. E. (2024). Academic Opinions on the Use of Augmented Reality in Basic Design Education. Yedi(Sanatta Dijitalizm Özel Sayısı), 281-292. https://doi.org/10.17484/yedi.1502671

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