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1. Determining Parents' Level of Awareness about Safe Internet Use

2. Gamification Applications in E-Learning: A Literature Review

3. Knowledge Sharing Technologies in Higher Education: Preferences of CIS Students in Cyprus

4. An Overview to Research on Education Technology Based on Constructivist Learning Approach

5. Attitudes and Opinions of Special Education Candidate Teachers Regarding Digital Technology

6. The Impact of M-Learning Activities on the IT Success and M-Learning Capabilities of the Special Education Teacher Candidates

7. Flipped Classroom Approach

8. Features and Characteristics of Problem Based Learning

9. A Systematic Literature Review of Soft Skills in Information Technology Education.

10. Evaluating the Combined Use of Artificial Intelligence and Virtual Reality in Higher Education: A Bibliometric and Systematic Analysis.

11. An Evaluation of Open Source Learning Management Systems According to Administration Tools and Curriculum Design

12. An Evaluation of Open Source Learning Management Systems According to Learners Tools

13. Mobile Government Use and Crisis Management: The Moderating Role of Techno-Skepticism.

17. M-Learning Adequacy and Perceptions of Students and Teachers in Secondary Schools

18. Online and Blended Learning Approach on Instructional Multimedia Development Courses in Teacher Education

20. The Relationship of Computer Games and Reported Anger in Young People

21. The Communicative Competences of Students and Teachers in Different Levels of Education in North Cyprus

24. Positive and Negative Impacts of Gamification on the Fitness Industry.

29. Smart Learning Environments during Pandemic.

32. Development and Testing of Performance Scale Application as an Effective Electronic Tool to Enhance Students' Academic Achievements.

33. Facial Recognition System to Detect Student Emotions and Cheating in Distance Learning.

34. Teacher Candidates' Opinions Regarding Instructional and Safe Use of Social Networks and Internet Addiction Risk Levels

35. Online Education During the Pandemic: A Systematic Literature Review.

36. Coding Education in a Flipped Classroom

38. Artificial Intelligence Techniques for Distance Education: A Systematic Literature Review.

39. Designing an Effective Learning Environment for Language Learning During the Covid-19 Pandemic.

40. Motivational Effects of Gamification Apps in Education: A Systematic Literature Review.

41. Gamification in Teaching and Learning Languages: A Systematic Literature Review.

42. Augmented Reality Applications in Science Experiment Practices.

43. Cyberloafing Among University Students.

44. Guiding the Students in High School by Using Machine Learning.

45. Determination of Student Opinions on Usage of Social Media and Mobile Tools in Student-Teacher, Student-Student Communication.

46. Knowledge Levels and Attitudes Toward Cybercrimes of Adolescents in Northern Cyprus.

47. The Disease of 21st Century: Digital Disease.

48. Opinions of Teacher Candidates on the Usage of Mobile Applications in the Multimedia Development Processes.

49. Preschool Teachers' Opinions on the Use of Augmented Reality Application in Preschool Science Education.

50. Effects of the Gamification Supported Flipped Classroom Model on the Attitudes and Opinions Regarding Game-Coding Education.

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