Rabia Meryem Yilmaz
Atatürk University
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Publication
Featured researches published by Rabia Meryem Yilmaz.
TED EĞİTİM VE BİLİM | 2014
Sevda Kucuk; Rabia Meryem Yilmaz; Yuksel Goktas
In this study, achievement, attitude and cognitive load levels of students in learning English by Augmented Reality (AR) is examined. Within this context, it is researched whether cognitive load and attitudes of students differ according to the achievement levels of students or not and the correlation between these variables were revealed. In the study, casual-comparative and correlational methods were used. The sample of the study is composed of 122 fifth-grade students (66 males and 56 females) from 5 different secondary schools in Erzurum. In data analysis, descriptive and inferential analysis methods were used. As the result of the study, it is found that secondary school students are pleased with learning English by the aid of AR, they have a low anxiety level and they want such applications to be used their courses in future. Moreover, it is found that the cognitive load levels of students in the process of self-directed learning in AR environment are low. Another important finding of the study is that the attitudes of successful students are significantly higher than others. In addition, the relationships between attitude, achievement and cognitive load levels were revealed in detail.
Virtual Reality | 2017
Rabia Meryem Yilmaz; Yuksel Goktas
The aim of the study was to examine the effects of augmented reality technology on stories in terms of narrative skill, story length and creativity and also to examine correlations between these variables. Posttest-only design with a nonequivalent group model was used. In this study, the sample consisted of 100 fifth-grade elementary students, comprising 46 boys and 54 girls. Purposive and convenience sampling methods were applied. For purposive sampling, the group’s ages, education levels, and experiences in storytelling activities were gathered, and for convenience sampling, easy access to schools was considered. As data collection tools, a suitable narrative scale was used which was found in the literature and creative story form was developed by the researcher. According to the findings, mean scores for all variables for the experimental group were higher than those for the control group. Also, a statistically significant mean difference was found between the experimental and control groups with regard to narrative skill, length of stories, and creativity in stories. In fact, a positive correlation was found between all variables. It is important to recognize when a technology is found to contribute positively to narrative skill and creativity in telling stories, and to ensure this technology is used. Determining correlation between these variables may provide a contribution to studies about evaluating the effect of the new technologies.
Scientometrics | 2015
Ozlem Baydas; Sevda Kucuk; Rabia Meryem Yilmaz; Melike Aydemir; Yuksel Goktas
This study examined subject and research method trends in educational technology field from 2002 to 2014. Content analysis was applied in order to analyze 1255 articles published in BJET and ETR&D journals using the Educational Technology Papers Classification Form. According to the results, learning approaches/theories and learning environments were the subject most preferred by researchers. The most commonly used research methods were quantitative, qualitative, other (review or meta-analysis), and mixed method, in that order. Researchers tended to use questionnaires, documents, and interviews as data collection tools. The most commonly preferred sample type was the purposive sample, and undergraduate students were the most commonly chosen sample group, with the most common sample size being groups of 31–100. Frequencies, percentages, and tables were the most common presentation format for data in quantitative studies, while qualitative studies most often employed content analysis.
TED EĞİTİM VE BİLİM | 2014
Sevda Kucuk; Rabia Meryem Yilmaz; Ozlem Baydas; Yuksel Goktas
The aim of this study is to develop an attitude scale that will help to determine attitudes of secondary school students towards the use of augmented reality applications in education. With this aim, the Augmented Reality Applications Attitude Scale (ARAAS), which is developed in this study, has been presented. The ARAASs validity and reliability studies have been done with 167 students (84 male, 83 female), which are studying in the 5th grade of 7 different secondary schools in Erzurum. As a result of the exploratory factor analysis applied to provide construct validity of the scale, a construct consisted of 15 items and 3 factors has been attained. The results of confirmatory factor analysis carried out to understand whether this construct adjusts very well to this constructs sample data obtained has shown the adjustment to the sample that the scale applied on is at a reasonable level. The ARAASs internal consistency reliability coefficient has been found as .83 for the whole scale. Those results show that ARAAS is a valid and reliable measurement tool.
Computers in Human Behavior | 2016
Rabia Meryem Yilmaz; Ozlem Baydas
Educational animated movies are one of the most entertainment format to deliver any educational messages. These movies can be used a wide range of educational subject areas such as science, engineering and daily life skills procedures. The purpose of this study is to determine the behavioral intention of pre-service teachers while preparing educational animated movies, the factors influencing such behavioral intention, and their experiences. The sample consists of 98 (52 males and 46 females) pre-service teachers studying Department of Computer Education and Instructional Technology. As data collection tools, two different scales were used in order to determine the levels of attitude of the pre-service teachers towards making animated movies and their experiences such as their cooperative communication levels, levels of enjoyment and having difficulty. They prepared the animated movies for class use during five weeks. According to the findings, they were willing to make animated movies in their future lessons. In addition, they enjoyed it, did not experience much difficulty, and engaged in cooperative communication with one another. Performance expectancy was seen to have the highest mean and to have a significant influence on behavioral intention. This research is significant because process of preparing movies is easy and achievable and thus encourages all branch teachers to use this technology in their lessons. The pre-service teachers intended to prepare animated movies in their future lessons.Performance expectancy was the most important factor influential on intention to use.They enjoyed the activity greatly and did not experience much difficulty.They frequently chosen a character after they had chosen scene while creating movies.They engaged in cooperative communication in the process of creating animated movies.
advanced industrial conference on telecommunications | 2014
Sevda Kucuk; Rabia Meryem Yilmaz; Yuksel Goktas
A new paradigm, that it is possible to access information in any place at any time, led education researchers to seek methods to permit interactions between the real environment and digital information. Augmented Reality (AR), which provides such an environment of interaction, was consequently developed as a technology that allows interaction between people and information. This technology promises significant potential if integrated into education. The purpose of this study is to present important factors to consider while developing an effective educational AR applications. The analysis, design, development, and implementation of educational AR applications are examined. This is a case study. The sample consisted of 42 senior undergraduate students, who had experience with educational AR technology. Structured interview form was used as the data collection tool. According to the findings, the participants focused especially on software selection in the analysis phase. They reported that easy interfacing of the program, multimedia support, the environment where the application is to be implemented, and the related devices to be used should be carefully considered. In the design and development phases, it is important to determine whether the application is appropriate to the target population, the content, and the purpose. In the implementation phase, it is important to provide the necessary technical sub-structure and the physical environment; to inform the students about the program, materials, purpose, and potential outcomes; and to provide them with equal opportunities in the application. The results obtained in this study can be used to guide future educational implementations and research studies on AR technology.
Computers in Human Behavior | 2016
Rabia Meryem Yilmaz
Computers in Education | 2015
Rabia Meryem Yilmaz; Ozlem Baydas; Turkan Karakus; Yuksel Goktas
British Journal of Educational Technology | 2017
Rabia Meryem Yilmaz; Sevda Kucuk; Yuksel Goktas
Computers in Human Behavior | 2015
Ozlem Baydas; Turkan Karakus; F. Burcu Topu; Rabia Meryem Yilmaz; Mehmet Ertuğrul Öztürk; Yuksel Goktas