Selen Turkay
Harvard University
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Featured researches published by Selen Turkay.
Computers in Education | 2014
Bruce D. Homer; Charles K. Kinzer; Jan L. Plass; Susan M. Letourneau; Dan Hoffman; Meagan Bromley; Elizabeth O. Hayward; Selen Turkay; Yolanta Kornak
Reading to young children has a number of benefits, including supporting the acquisition of vocabulary and literacy skills. Digital reading games, including ones with new modes of interface such as the Kinect for Xbox, may provide similar benefits in part by allowing dynamic in-game activities. However, these activities may also be distracting and detract from learning. Children (ages 5-7 years, N = 39) were randomly assigned to either i) jointly read a story with an adult, ii) have the story read by a character in a Kinect game, or iii) have the story read by a character in a Kinect game plus in-game activities. Both Kinect-Activities and Book Reading groups had significant gains for High Frequency Words, Active Decoding, and Total Reading Score, but only Kinect-Activities group had significant gain for Sight words (p <.05). Overall, these findings are encouraging for the next generation of digital literacy games.
Computers in The Schools | 2014
Selen Turkay; Daniel L. Hoffman; Charles K. Kinzer; Pantiphar Chantes; Christopher Vicari
Researchers have argued that an effort should be made to raise teachers’ and parents’ awareness of the potentially positive educational benefits of playing video games (e.g., see Baek, 2008). One part of this effort should be to increase understanding of how video games can be situated within teachers’ existing goals and knowledge of learning and instruction. However, relatively little research on game-based learning addresses teachers (Ketelhut & Schifter, 2011), and for many a gap remains between the apparent enthusiasm of researchers and policy makers relative to the potential of educational games and the attendant practicalities of selecting and implementing video games in classroom settings. This article begins to bridge this gap by providing research-based areas of awareness and a discussion of factors that can facilitate understanding related to choosing and using video games. To this end, we show how educational games can be conceptualized from different theoretical perspectives on learning and discuss a number of essential design issues that educators should take into account when considering a video game for educational use.
Computers in Education | 2016
Selen Turkay
Digital instructional tools develop rapidly, and they can create novel learning experiences. Still, adoption of new formats is often expensive, and their efficacy is untested. Whiteboard animations are an increasingly popular form of educational media. Although recent research in the development of whiteboard animations is rich, there is a lack of understanding of learner experiences with this type of animation. The purpose of this study is to provide concrete scientific evidence for the impact on retention and subjective experiences of enjoyment, engagement, and challenge. We recruited participants from Amazons Mechanical Turk (N 1⁄4 621; 239 females). We used a between-subjects design with participants assigned randomly to one of four instructional conditions: whiteboard animation, electronic slideshow (i.e., sequential images with narration), audio (i.e., narration) only, and text only. For learning experiences, we also introduce a novel behavioral measure of engagement alongside participant self-reports by eliciting continuation values with diminishing compensation. Using repeated measure ANOVAs to test effect of lesson format on subjective experiences and one-way ANOVAs to test the effect of lesson format on retention, we found that whiteboard animations have a positive effect on retention, engagement and enjoyment, although we do not rule out the possibility that some of this result is due to novelty.
Computers in Education | 2013
Sandra Y. Okita; Selen Turkay; Mihwa Kim; Yumiko Murai
Advancements in technology have brought about new forms of learning and online instruction that allow communication through virtual representations without physically meeting in person. This study builds on previous work involving recursive feedback that tests the hypothesis that an important facet of learning-by-teaching is the opportunity to watch ones pupil perform. Sixty graduate students examined the value of recursive feedback that occurred when tutors observed their pupil subsequently apply what they had been taught. The study took place in the virtual environment Second Life where adults tutored another adult about human biology through their virtual representations. The tutors who observed their pupil avatar interact with an examiner exhibited superior learning relative to several control conditions that included learning-by-teaching elements but not recursive feedback. The second study examined the effect of popular design choices on recursive feedback during learning-by-teaching (e.g., customization, look-alike features). The customization condition involved tutoring a pupil avatar that the participant customized prior to the study and observing the pupil avatar answer questions. The doppelganger look-alike condition involved tutoring a pupil avatar that looked like the participant and observing the pupil avatar answer questions. Results showed that conscious awareness of look-alike features and the extent to which one customizes the pupil avatar influences learning.
PLOS ONE | 2017
Samuel T. Moulton; Selen Turkay; Stephen M. Kosslyn
Despite the prevalence of PowerPoint in professional and educational presentations, surprisingly little is known about how effective such presentations are. All else being equal, are PowerPoint presentations better than purely oral presentations or those that use alternative software tools? To address this question we recreated a real-world business scenario in which individuals presented to a corporate board. Participants (playing the role of the presenter) were randomly assigned to create PowerPoint, Prezi, or oral presentations, and then actually delivered the presentation live to other participants (playing the role of corporate executives). Across two experiments and on a variety of dimensions, participants evaluated PowerPoint presentations comparably to oral presentations, but evaluated Prezi presentations more favorably than both PowerPoint and oral presentations. There was some evidence that participants who viewed different types of presentations came to different conclusions about the business scenario, but no evidence that they remembered or comprehended the scenario differently. We conclude that the observed effects of presentation format are not merely the result of novelty, bias, experimenter-, or software-specific characteristics, but instead reveal a communication preference for using the panning-and-zooming animations that characterize Prezi presentations.
Journal of psychosocial research | 2015
Selen Turkay; Sonam Adinolf
Customization is a ubiquitous feature of games and can be perceived as a series of choices that may influence players’ experiences. Opportunities for customization may give users decision-making authority over the technology, enabling them to shape and create their own experiences, as well as provide ways to be a part of a group based on their needs and desires. This study aims to shed more light on the effects customization has on players’ motivation, and investigates how customization as a way of user control affects player motivation within an MMO. A mixed method study was designed with two conditions: customization (n = 33) and no customization (n = 33). Adult participants played Lord of the Rings Online (LotRO), a Massively Multiplayer Online game, for about ten hours over four sessions. Data was collected through surveys, interviews and observations. Results showed that players’ desire to replay the game increased over time, and customization affected players’ motivation positively. Findings are discussed through the lens of Self-Determination Theory (Deci & Ryan, 1985).
learning at scale | 2017
Selen Turkay; Hadas Eidelman; Yigal Rosen; Daniel T. Seaton; Glenn Lopez; Jacob Whitehill
Massive Open Online Courses (MOOCs) promise to engage a global audience and emphasize the democratic achievement of free, university-level education. While such open access enables participation, it is unclear how learners who are not fluent in English (ELLs) engage with MOOC content. After all, the language of MOOCs is English. In order to improve accessibility for ELLs in digital learning environments, we must first have a clear understanding of the educational landscape: who are the non-native English speakers enrolled in MOOCs? Where are they located geographically? What are their current online learning behaviors, motivations and outcomes? In this paper we start answering some of these questions by analyzing data from 100 HarvardX courses, using self-report and log data. Preliminary analysis show evidence that ELLs are motivated by more utilitarian goals compared to non-ELLs.
Procedia - Social and Behavioral Sciences | 2010
Selen Turkay; Sonam Adinolf
Procedia - Social and Behavioral Sciences | 2010
Selen Turkay; Devayani Tirthali
International Journal of Gaming and Computer-mediated Simulations | 2014
Selen Turkay; Charles K. Kinzer