Araştırma Makalesi
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Reproduction of Images in Art Education Through the Glitch Art Approach Using Smartphones: An Application Example

Yıl 2026, Sayı: Erken Görünüm [Online First], 212 - 236
https://doi.org/10.9779/pauefd.1366047

Öz

This study aims to investigate the reproduction of images through the glitch art approach by using smartphones in the art education of graduate students and reveal the learning experiences they have gained during the activity process. The methodology of the research is based on a case study. In the research, among the case study designs, a holistic single case design was employed from. The study group of the research consisted of a total of one individual who was a graduate student in the Department of Fine Arts Education, Art Teaching Branch, at the Institute of Educational Sciences at Dicle University, during the Spring semester of the 2022-2023 academic year. Purposive sampling method was adopted to recruit the participant. The data collection tools consisted of creating visual documents including the participant student's opinions and experiences during the design and activity process. Content analysis was used to analyze data. The results of the research indicate that various and original works can be created using glitch art applications readily available for smartphones, as well as glitch art works done with computers. Moreover, the research reveals that although many effects are readily available in glitch art applications for smartphones, they produce different effects in different images. The research also suggests that it is possible to create numerous variations by layering different effects on the same image. The research also found that creating glitch art works with smartphones is practical, leading the researcher to discover its potential use in visual arts classes. Such activities and similar ones can attract students' interest and provide them with opportunities for communication and socialization.

Kaynakça

  • Aktay, S., Hamzaçebi, G., & Kara, H. (2021). Use of smartphone apps in education. Kırşehir Eğitim Fakültesi Dergisi, 22(1), 542-570. https://doi.org/10.29299/kefad.799799
  • Barrett, T. (2019). Neden bu sanat: Çağdaş sanatta estetik ve eleştiri. (E. Ermert, Trans.). Hayalperest Yayınevi (Original work published 2017).
  • Barrett, T. (2022). Sanat üretimi: Form ve anlam. (E. B. Alpay, Trans.). Hayalperest Yayınevi (Original work published 2010).
  • Betancourt, M. (2014). Critical glitches and glitch art. Hz Fylkingen's Net Journal. https://www.hz-journal.org/n19/betancourt.html
  • Cascone, K. (2000). The aesthetics of failure: “Post-digital” tendencies in contemporary computer music. Computer Music Journal, 24(4), 12-18.
  • Cloninger, C. (2011). GltchLnguistx: The machine in the ghosts / static trapped in mouths. In N. Briz, E. Meaney, R. Menkman, W. Robertson, J. Satrom, & J. Westbrook (Ed.), Gli.tc/h reader(ror) 20111 (pp. 23-41). Unsorted Books.
  • Cochrane, T., & Bateman, R. (2010). Smartphones give you wings: Pedagogical affordances of mobile Web 2.0. Australasian Journal of Educational Technology, 26 (1), 1-14. https://doi.org/10.14742/ajet.1098
  • Çavuş, N., & Uzunboylu, H. (2009). Improving critical thinking skills in mobile learning. Procedia Social and Behavioral Sciences, 1, 434-438.
  • Den Heijer, E. (2013). Evolving glitch art. In P. Machado, J. McDermott & A. Carballal (Ed.), Evolutionary and biologically inspired music, sound, art and design. EvoMUSART 2013. Lecture Notes in Computer Science, vol 7834 (pp. 109–120). Springer, Berlin, Heidelberg. https://doi.org/10.1007/978-3-642-36955-1_10
  • Dukic, Z., Chiu, D., & Lo, P. (2015). How useful are smartphones for learning? Perceptions and practices of Library and Information Science students from Hong Kong and Japan. Library Hi Tech, 33(4), 545-561. https://doi.org/10.1108/LHT-02-2015-0015
  • Eco, U. (2001). Açık yapıt. (P. Savaş, Trans.). Can Yayınları. (Original work published 1989).
  • Eisner, E. W. (1997). The promise and perils of alternative forms of data representation. Educational Researcher, 26(6), 4-10.
  • Glitchology. (2023, August 7). Beginner’s guide to glitch art. 7 August on https://glitchology.com/glitch-art-guides/beginners-guide-glitch-art/ retrieved from
  • Göç, S., & Bedir Erişti, S. D. (2019). Investigation of the ‘glitch’ communication process as new media art. YEDİ: Journal of Art, Design & Science, (22), 113-128.
  • Greene, M. (2001). Variations on a Blue Guitar: The Lincoln Center Institute Lectures on aesthetic education. Teachers College Press.
  • Grünwald, J. G. (2021). Embracing doubt: Teaching in a post-digital age. In K. Tavin, G. Kolb, & J. Tervo (Ed.), Post-digital, post-internet art and education: The future is all-over (pp. 257-267). Palgrave Macmillan. https://doi.org/10.1007/978-3-030-73770-2
  • Gündüz, Ş., Aydemir, O., & Işıklar, Ş. (2011). Opinions of the university lecturers on the m-learning environments developed with the 3g technology. Selçuk Üniversitesi Ahmet Keleşoğlu Eğitim Fakültesi Dergisi, 31, 101-113. https://docplayer.biz.tr/amp/6122376-3g-teknolojisi-ile-gelistirilmis-m-ogrenme-ortamlari-hakkinda-ogretim-elemanlarinin-gorusleri.html
  • Güneş, N. (2018). An alternative method in training art educators: A/r/tography in studio art class [Doctoral dissertation, Gazi University]. National Thesis Center.
  • Güzel, B., & Mercin, L. (2022). Investigation of the use of glitch type technique in poster design, a implemention example (Kutahya folk songs). Art-e Sanat Dergisi, 15(30), 1471-1498. https://doi.org/10.21602/sduarte.1178439
  • Irwin, R. L. (2003). Toward an aesthetic of unfolding in/sights through curriculum. Journal of the Canadian Association for Curriculum Studies, 1(2), 63-78.
  • Irwin, R. L. (2013). Becoming a/r/tography. Studies in Art Education: A Journal of Issues and Research, 54(3), 198-215. https://doi.org/10.1080/00393541.2013.11518894
  • Keyes, O., & Skinner, C. (2023). TakeBreakMake: A pedagogical reflection on learning how to teach glitch. In M. Bae-Dimitriadis & O. Ivashkevich (Ed.), Teaching civic participation with digital media in art education: Critical approaches for classrooms and communities (pp. 136-149). Routledge.
  • Klímová, B. (2018). Mobile phones and/or smartphones and their apps for teaching English as a foreign language. Education and Information Technologies, 23, 1091-1099. https://doi.org/10.1007/s10639-017-9655-5
  • Mason, S. (2012). Glitched lit: Possibilities for databending literature. In Proceedings of the 2nd workshop on Narrative and hypertext (NHT '12) (pp. 41-44). ACM, New York, USA. http://doi.acm.org/10.1145/2310076.2310086
  • McKay, J. (2014). The value of glitch art [Design research dissertation, Edinburgh Napier University]. https://www.academia.edu/34124005/The_Value_of_Glitch_Art
  • Menkman, R. (2010). Glitch studies manifesto. http://amodern.net/wp-content/uploads/2016/05/2010_Original_Rosa-Menkman-Glitch-Studies-Manifesto.pdf
  • Menkman, R. (2011a). The glitch moment(um). Network Notebooks 04, Institute of Network Cultures. https://networkcultures.org/_uploads/NN%234_RosaMenkman.pdf
  • Menkman, R. (2011b). The glitch art genre. In N. Briz, E. Meaney, R. Menkman, W. Robertson, J. Satrom, & J. Westbrook (Ed.), Gli.tc/h reader(ror) 20111 (pp. 59-68). Unsorted Books.
  • Menkman, R. (2020). Beyond resolution. i.R.D. https://beyondresolution.info/beyond-resolution
  • Merriam, S. B. (2018). Nitel araştırma: Desen ve uygulama için bir rehber. (S. Turan, Trans. Ed.). Nobel Yayıncılık. (Original work published 2009).
  • Moradi, I. (2004). Glitch aesthetics [Master dissertation, The University of Heddersfield]. https://www.yumpu.com/en/document/view/25733753/imanmoradi-glitch-aesthetics
  • Moradi, I., Scott, A., Gilmore, J., & Murphy, C. (2009). Glitch: Designing imperfection. Mark Batty Publisher. Motherboard. (2002, January 11-13). Glitch [Congress announcement page]. Glitch Festival and Symposium, Norveç. http://www.liveart.org/motherboard/glitch/
  • Nunez, J. J. R. (2013). Smartphone-based school atlases?. Cartographica, 48(2), 126-133. http://dx.doi.org/10.3138/carto.48.2.1842
  • Peña, E., & James, K. (2016). A glitch pedagogy: Exquisite error and the appeal of the accidental. Journal of the Canadian Association for Curriculum Studies (JCACS), 14(1), 108-127. https://doi.org/10.25071/1916-4467.40306
  • Prensky, M. (2005). What can you learn from a cell phone? Almost anything!. Innovate: Journal of Online Education, 1(5). https://nsuworks.nova.edu/innovate/vol1/iss5/2
  • Shaw, C. M., & Tan, S. A. (2015). Integration of mobile technology in educational materials improves participation: Creation of a novel smartphone application for resident education. Journal of Surgical Education, 72(4), 670-673. https://doi.org/10.1016/j.jsurg.2015.01.015
  • Sotiraki, V. (2014). Glitch art narratives: An investigation of the relation between noise and meaning [Master dissertation, Lund University]. https://www.academia.edu/48350027/Glitch_Art_Narratives_An_investigation_of_the_relation_between_noise_and_meaning
  • Speiser, A. (2017). Glitch art: Die störung als schöpferischer akt das hinterfragen des mythos einer perfekten technologie [Master dissertation, Donau-Universität]. https://www.academia.edu/35612265/GLITCH_ART_NOISE_AS_A_CREATIVE_ACT_Challenging_the_Myth_of_a_Perfect_Technology
  • Springgay, S., Irwin, R. L., & Kind, S. W. (2005). A/r/tography as living inquiry through art and text. Qualitative Inquiry, 11(6), 897-912. https://doi.org/10.1177/1077800405280
  • Subramanya, S., & Farahani, A. (2012). Point-of-view article on: Design of a smartphone app for learning concepts in mathematics and engineering. International Journal of Innovation Science, 4(3), 173-184. https://doi.org/10.1260/1757-2223.4.3.173
  • Sweeny, R. (2020). “Investigate the misusage of technology as a gesture of freedom”: Glitch dysfunction in new media art and art education. Visual Arts Research, 46(2), 15-27. https://muse.jhu.edu/article/773993
  • Şad, S. N., Özer, N., Yakar, Ü., & Öztürk, F. (2022). Mobile or hostile? Using smartphones in learning English as a foreign language. Computer Assisted Language Learning, 35(5-6), 1031-1057. https://doi.org/10.1080/09588221.2020.1770292
  • Taşkesen, S. (2020). Investigation of the student opinions related to mobile technology use in art education and its effect on their motivations. Ekev Akademi Dergisi, 24(84), 585-600. https://dergipark.org.tr/en/download/article-file/2577213
  • Türe, H., Deveci, H., & Gezer U. (2020). Use of smartphones in social studies education: Preservice teachers’ opinions and experiences. Uludağ Üniversitesi Eğitim Fakültesi Dergisi, 33(2), 293-325. https://doi.org/10.19171/uefad.631820
  • Yıldırım, M. (2020). Invasion and dijital art. ODU Journal of Social Sciences Research, 10(1), 188-200.
  • Yıldırım, A., & Şimşek, H. (2018). Sosyal bilimlerde nitel araştırma yöntemleri (11nd ed.). Seçkin.
  • Yin, R. K. (2008). Case study research: Design and methods (applied social research methods v. 5) (4nd ed.). SAGE.
  • Wai, I. S. H., Ng, S. S. Y., Chiu, D. K., Ho, K. K., & Lo, P. (2018). Exploring undergraduate students’ usage pattern of mobile apps for education. Journal of Librarianship and Information Science, 50(1), 34-47. https://doi.org/10.1177/0961000616662699
  • Woodcock, B., Middleton, A., & Nortcliffe, A. (2012). Considering the smartphone learner: Developing innovation to investigate the oppotunities for students and their interest. Student Engagement and Experience Journal, 1(1), 1-15. https://doi.org/10.7190/seej.v1i1.38

Sanat Eğitiminde Akıllı Telefonlarla Glitch Sanat Yaklaşımıyla Görselin Yeniden Üretimi: Bir Uygulama Örneği

Yıl 2026, Sayı: Erken Görünüm [Online First], 212 - 236
https://doi.org/10.9779/pauefd.1366047

Öz

Bu araştırmada, yüksek lisans öğrencilerinin sanat eğitiminde akıllı telefonlarla glitch sanat yaklaşımıyla görselin yeniden üretimini ve etkinlik sürecinde elde ettikleri öğrenme deneyimlerini sorgulamak amaçlanmıştır. Araştırmanın yöntemi durum çalışmasıdır. Araştırmada, durum çalışması desenlerinden bütüncül tek durum deseni kullanılmıştır. Araştırmanın çalışma grubunu, 2022-2023 eğitim-öğretim yılı Bahar döneminde Dicle Üniversitesi Eğitim Bilimleri Enstitüsü Güzel Sanatlar Eğitimi Anabilim Dalı Resim İş Eğitimi Bilim Dalında Tezli Yüksek Lisans Öğrencisi olan toplam 1 kişi oluşturmuştur. Çalışma grubunun belirlenmesinde amaçlı örneklem yöntemi benimsenmiştir. Araştırmanın veri toplama yöntemini katılımcı YL Öğrencisi’nin tasarımına ve etkinlik sürecindeki deneyimlerine yönelik görüşleri ve tasarımını içeren görsel dokumanlar oluşturmuştur. Araştırma verilerinin analizinde içerik analizi kullanılmıştır. Araştırmanın sonuçları; akıllı telefonlar için hazır olarak sunulan glitch sanat uygulamaları ile bilgisayarla yapılan glitch sanat çalışmaları gibi farklı ve özgün çalışmalar yapılabileceği, akıllı telefonlardaki glitch sanat uygulamalarının sunduğu birçok efektin hazır olmasına karşın farklı görsellerde farklı etkiler oluşturduğu, aynı görselde üst üste farklı efektler kullanılarak sayısız varyasyonlar yapılabileceği, akıllı telefonlarla glitch sanat çalışmaları yapmanın pratik olduğu, bu sebeple araştırmacının bunun görsel sanatlar dersinde kullanılabileceğini keşfettiği, bu ve benzeri etkinliklerin öğrencilerin ilgilerini çekebileceği, onlar için iletişim ve sosyalleşme ortamı oluşturabileceğini ortaya koymuştur.

Etik Beyan

Yapılan bu çalışmada “Yükseköğretim Kurumları Bilimsel Araştırma ve Yayın Etiği Yönergesi” kapsamında uyulması belirtilen tüm kurallara uyulmuştur. Yönergenin ikinci bölümü olan “Bilimsel Araştırma ve Yayın Etiğine Aykırı Eylemler” başlığı altında belirtilen eylemlerden hiçbiri gerçekleştirilmemiştir.

Kaynakça

  • Aktay, S., Hamzaçebi, G., & Kara, H. (2021). Use of smartphone apps in education. Kırşehir Eğitim Fakültesi Dergisi, 22(1), 542-570. https://doi.org/10.29299/kefad.799799
  • Barrett, T. (2019). Neden bu sanat: Çağdaş sanatta estetik ve eleştiri. (E. Ermert, Trans.). Hayalperest Yayınevi (Original work published 2017).
  • Barrett, T. (2022). Sanat üretimi: Form ve anlam. (E. B. Alpay, Trans.). Hayalperest Yayınevi (Original work published 2010).
  • Betancourt, M. (2014). Critical glitches and glitch art. Hz Fylkingen's Net Journal. https://www.hz-journal.org/n19/betancourt.html
  • Cascone, K. (2000). The aesthetics of failure: “Post-digital” tendencies in contemporary computer music. Computer Music Journal, 24(4), 12-18.
  • Cloninger, C. (2011). GltchLnguistx: The machine in the ghosts / static trapped in mouths. In N. Briz, E. Meaney, R. Menkman, W. Robertson, J. Satrom, & J. Westbrook (Ed.), Gli.tc/h reader(ror) 20111 (pp. 23-41). Unsorted Books.
  • Cochrane, T., & Bateman, R. (2010). Smartphones give you wings: Pedagogical affordances of mobile Web 2.0. Australasian Journal of Educational Technology, 26 (1), 1-14. https://doi.org/10.14742/ajet.1098
  • Çavuş, N., & Uzunboylu, H. (2009). Improving critical thinking skills in mobile learning. Procedia Social and Behavioral Sciences, 1, 434-438.
  • Den Heijer, E. (2013). Evolving glitch art. In P. Machado, J. McDermott & A. Carballal (Ed.), Evolutionary and biologically inspired music, sound, art and design. EvoMUSART 2013. Lecture Notes in Computer Science, vol 7834 (pp. 109–120). Springer, Berlin, Heidelberg. https://doi.org/10.1007/978-3-642-36955-1_10
  • Dukic, Z., Chiu, D., & Lo, P. (2015). How useful are smartphones for learning? Perceptions and practices of Library and Information Science students from Hong Kong and Japan. Library Hi Tech, 33(4), 545-561. https://doi.org/10.1108/LHT-02-2015-0015
  • Eco, U. (2001). Açık yapıt. (P. Savaş, Trans.). Can Yayınları. (Original work published 1989).
  • Eisner, E. W. (1997). The promise and perils of alternative forms of data representation. Educational Researcher, 26(6), 4-10.
  • Glitchology. (2023, August 7). Beginner’s guide to glitch art. 7 August on https://glitchology.com/glitch-art-guides/beginners-guide-glitch-art/ retrieved from
  • Göç, S., & Bedir Erişti, S. D. (2019). Investigation of the ‘glitch’ communication process as new media art. YEDİ: Journal of Art, Design & Science, (22), 113-128.
  • Greene, M. (2001). Variations on a Blue Guitar: The Lincoln Center Institute Lectures on aesthetic education. Teachers College Press.
  • Grünwald, J. G. (2021). Embracing doubt: Teaching in a post-digital age. In K. Tavin, G. Kolb, & J. Tervo (Ed.), Post-digital, post-internet art and education: The future is all-over (pp. 257-267). Palgrave Macmillan. https://doi.org/10.1007/978-3-030-73770-2
  • Gündüz, Ş., Aydemir, O., & Işıklar, Ş. (2011). Opinions of the university lecturers on the m-learning environments developed with the 3g technology. Selçuk Üniversitesi Ahmet Keleşoğlu Eğitim Fakültesi Dergisi, 31, 101-113. https://docplayer.biz.tr/amp/6122376-3g-teknolojisi-ile-gelistirilmis-m-ogrenme-ortamlari-hakkinda-ogretim-elemanlarinin-gorusleri.html
  • Güneş, N. (2018). An alternative method in training art educators: A/r/tography in studio art class [Doctoral dissertation, Gazi University]. National Thesis Center.
  • Güzel, B., & Mercin, L. (2022). Investigation of the use of glitch type technique in poster design, a implemention example (Kutahya folk songs). Art-e Sanat Dergisi, 15(30), 1471-1498. https://doi.org/10.21602/sduarte.1178439
  • Irwin, R. L. (2003). Toward an aesthetic of unfolding in/sights through curriculum. Journal of the Canadian Association for Curriculum Studies, 1(2), 63-78.
  • Irwin, R. L. (2013). Becoming a/r/tography. Studies in Art Education: A Journal of Issues and Research, 54(3), 198-215. https://doi.org/10.1080/00393541.2013.11518894
  • Keyes, O., & Skinner, C. (2023). TakeBreakMake: A pedagogical reflection on learning how to teach glitch. In M. Bae-Dimitriadis & O. Ivashkevich (Ed.), Teaching civic participation with digital media in art education: Critical approaches for classrooms and communities (pp. 136-149). Routledge.
  • Klímová, B. (2018). Mobile phones and/or smartphones and their apps for teaching English as a foreign language. Education and Information Technologies, 23, 1091-1099. https://doi.org/10.1007/s10639-017-9655-5
  • Mason, S. (2012). Glitched lit: Possibilities for databending literature. In Proceedings of the 2nd workshop on Narrative and hypertext (NHT '12) (pp. 41-44). ACM, New York, USA. http://doi.acm.org/10.1145/2310076.2310086
  • McKay, J. (2014). The value of glitch art [Design research dissertation, Edinburgh Napier University]. https://www.academia.edu/34124005/The_Value_of_Glitch_Art
  • Menkman, R. (2010). Glitch studies manifesto. http://amodern.net/wp-content/uploads/2016/05/2010_Original_Rosa-Menkman-Glitch-Studies-Manifesto.pdf
  • Menkman, R. (2011a). The glitch moment(um). Network Notebooks 04, Institute of Network Cultures. https://networkcultures.org/_uploads/NN%234_RosaMenkman.pdf
  • Menkman, R. (2011b). The glitch art genre. In N. Briz, E. Meaney, R. Menkman, W. Robertson, J. Satrom, & J. Westbrook (Ed.), Gli.tc/h reader(ror) 20111 (pp. 59-68). Unsorted Books.
  • Menkman, R. (2020). Beyond resolution. i.R.D. https://beyondresolution.info/beyond-resolution
  • Merriam, S. B. (2018). Nitel araştırma: Desen ve uygulama için bir rehber. (S. Turan, Trans. Ed.). Nobel Yayıncılık. (Original work published 2009).
  • Moradi, I. (2004). Glitch aesthetics [Master dissertation, The University of Heddersfield]. https://www.yumpu.com/en/document/view/25733753/imanmoradi-glitch-aesthetics
  • Moradi, I., Scott, A., Gilmore, J., & Murphy, C. (2009). Glitch: Designing imperfection. Mark Batty Publisher. Motherboard. (2002, January 11-13). Glitch [Congress announcement page]. Glitch Festival and Symposium, Norveç. http://www.liveart.org/motherboard/glitch/
  • Nunez, J. J. R. (2013). Smartphone-based school atlases?. Cartographica, 48(2), 126-133. http://dx.doi.org/10.3138/carto.48.2.1842
  • Peña, E., & James, K. (2016). A glitch pedagogy: Exquisite error and the appeal of the accidental. Journal of the Canadian Association for Curriculum Studies (JCACS), 14(1), 108-127. https://doi.org/10.25071/1916-4467.40306
  • Prensky, M. (2005). What can you learn from a cell phone? Almost anything!. Innovate: Journal of Online Education, 1(5). https://nsuworks.nova.edu/innovate/vol1/iss5/2
  • Shaw, C. M., & Tan, S. A. (2015). Integration of mobile technology in educational materials improves participation: Creation of a novel smartphone application for resident education. Journal of Surgical Education, 72(4), 670-673. https://doi.org/10.1016/j.jsurg.2015.01.015
  • Sotiraki, V. (2014). Glitch art narratives: An investigation of the relation between noise and meaning [Master dissertation, Lund University]. https://www.academia.edu/48350027/Glitch_Art_Narratives_An_investigation_of_the_relation_between_noise_and_meaning
  • Speiser, A. (2017). Glitch art: Die störung als schöpferischer akt das hinterfragen des mythos einer perfekten technologie [Master dissertation, Donau-Universität]. https://www.academia.edu/35612265/GLITCH_ART_NOISE_AS_A_CREATIVE_ACT_Challenging_the_Myth_of_a_Perfect_Technology
  • Springgay, S., Irwin, R. L., & Kind, S. W. (2005). A/r/tography as living inquiry through art and text. Qualitative Inquiry, 11(6), 897-912. https://doi.org/10.1177/1077800405280
  • Subramanya, S., & Farahani, A. (2012). Point-of-view article on: Design of a smartphone app for learning concepts in mathematics and engineering. International Journal of Innovation Science, 4(3), 173-184. https://doi.org/10.1260/1757-2223.4.3.173
  • Sweeny, R. (2020). “Investigate the misusage of technology as a gesture of freedom”: Glitch dysfunction in new media art and art education. Visual Arts Research, 46(2), 15-27. https://muse.jhu.edu/article/773993
  • Şad, S. N., Özer, N., Yakar, Ü., & Öztürk, F. (2022). Mobile or hostile? Using smartphones in learning English as a foreign language. Computer Assisted Language Learning, 35(5-6), 1031-1057. https://doi.org/10.1080/09588221.2020.1770292
  • Taşkesen, S. (2020). Investigation of the student opinions related to mobile technology use in art education and its effect on their motivations. Ekev Akademi Dergisi, 24(84), 585-600. https://dergipark.org.tr/en/download/article-file/2577213
  • Türe, H., Deveci, H., & Gezer U. (2020). Use of smartphones in social studies education: Preservice teachers’ opinions and experiences. Uludağ Üniversitesi Eğitim Fakültesi Dergisi, 33(2), 293-325. https://doi.org/10.19171/uefad.631820
  • Yıldırım, M. (2020). Invasion and dijital art. ODU Journal of Social Sciences Research, 10(1), 188-200.
  • Yıldırım, A., & Şimşek, H. (2018). Sosyal bilimlerde nitel araştırma yöntemleri (11nd ed.). Seçkin.
  • Yin, R. K. (2008). Case study research: Design and methods (applied social research methods v. 5) (4nd ed.). SAGE.
  • Wai, I. S. H., Ng, S. S. Y., Chiu, D. K., Ho, K. K., & Lo, P. (2018). Exploring undergraduate students’ usage pattern of mobile apps for education. Journal of Librarianship and Information Science, 50(1), 34-47. https://doi.org/10.1177/0961000616662699
  • Woodcock, B., Middleton, A., & Nortcliffe, A. (2012). Considering the smartphone learner: Developing innovation to investigate the oppotunities for students and their interest. Student Engagement and Experience Journal, 1(1), 1-15. https://doi.org/10.7190/seej.v1i1.38
Toplam 49 adet kaynakça vardır.

Ayrıntılar

Birincil Dil Türkçe
Konular Güzel Sanatlar Eğitimi, Sanat Eğitimi (Diğer)
Bölüm Makaleler
Yazarlar

Nurhayat Güneş Aytaç 0000-0001-6627-4934

Rozelin Aras 0000-0002-7929-4704

Erken Görünüm Tarihi 27 Kasım 2024
Yayımlanma Tarihi
Gönderilme Tarihi 25 Eylül 2023
Kabul Tarihi 25 Temmuz 2024
Yayımlandığı Sayı Yıl 2026 Sayı: Erken Görünüm [Online First]

Kaynak Göster

APA Güneş Aytaç, N., & Aras, R. (2024). Sanat Eğitiminde Akıllı Telefonlarla Glitch Sanat Yaklaşımıyla Görselin Yeniden Üretimi: Bir Uygulama Örneği. Pamukkale Üniversitesi Eğitim Fakültesi Dergisi(Erken Görünüm [Online First]), 212-236. https://doi.org/10.9779/pauefd.1366047