Education in the Digital Age: A Virtual Space Study in the Context of History and Technology
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| Title: | Education in the Digital Age: A Virtual Space Study in the Context of History and Technology |
|---|---|
| Language: | English |
| Authors: | Özge Kaya, Kader Sürmeli |
| Source: | Online Submission. 2024. |
| Peer Reviewed: | Y |
| Page Count: | 21 |
| Publication Date: | 2024 |
| Document Type: | Speeches/Meeting Papers Reports - Research |
| Descriptors: | History Instruction, Computer Assisted Design, Game Based Learning, Electronic Learning, Visualization, Gamification, Educational Technology |
| Abstract: | This study investigated how history education can be transferred to the virtual world in line with aesthetic and reality concerns through computer-aided design programs and how this transfer can contribute to the instructiveness of historical science. The study hypothesized that advanced technologies enable more effective visualization of historical events and places and that historical knowledge transferred to the virtual environment makes the use of past knowledge more accessible and interactive in future educational approaches. In the study, historical and formal analysis methods from qualitative research methods were used. In the first stage, a literature review was conducted and geographical and period characteristics were used as data in the design phase. In the second stage, historical information was transferred to the digital environment and presented using gamification and interaction techniques. The theoretical basis of the study; It is supported by the Digital Game-Based Learning Theory proposed by Zin, Jaafar, and Yue and Richard E. Mayer's Media and Learning Theory. The findings of the study reveal that it is possible to revitalize historical science in the digital environment thanks to technological developments and computer- aided programs and that this method can make significant contributions to the field of education. The contributions and advantages of digital methods over traditional methods were evaluated, and as a result of the study, it was seen that history and technology work in an interdisciplinary, effective and integrated manner. This research offers a unique contribution to history education with its interactive and game-based structure. The application model designed within the scope of this study was experienced by 28 students. As a result of the findings obtained from the survey, it was determined that game-based learning and virtual environment models have a positive contribution to history education. [This paper was published in: "EJER Congress 2024 International Eurasian Educational Research Congress Conference Proceedings," edited by Senel Poyrazli, Ani Publishing, 2024, pp. 87-91.] |
| Abstractor: | As Provided |
| Entry Date: | 2024 |
| Accession Number: | ED662807 |
| Database: | ERIC |
| FullText | Text: Availability: 0 CustomLinks: – Url: https://eric.ed.gov/contentdelivery/servlet/ERICServlet?accno=ED662807 Name: ERIC Full Text Category: fullText Text: Full Text from ERIC |
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| Items | – Name: Title Label: Title Group: Ti Data: Education in the Digital Age: A Virtual Space Study in the Context of History and Technology – Name: Language Label: Language Group: Lang Data: English – Name: Author Label: Authors Group: Au Data: <searchLink fieldCode="AR" term="%22Özge+Kaya%22">Özge Kaya</searchLink><br /><searchLink fieldCode="AR" term="%22Kader+Sürmeli%22">Kader Sürmeli</searchLink> – Name: TitleSource Label: Source Group: Src Data: <searchLink fieldCode="SO" term="%22Online+Submission%22"><i>Online Submission</i></searchLink>. 2024. – Name: PeerReviewed Label: Peer Reviewed Group: SrcInfo Data: Y – Name: Pages Label: Page Count Group: Src Data: 21 – Name: DatePubCY Label: Publication Date Group: Date Data: 2024 – Name: TypeDocument Label: Document Type Group: TypDoc Data: Speeches/Meeting Papers<br />Reports - Research – Name: Subject Label: Descriptors Group: Su Data: <searchLink fieldCode="DE" term="%22History+Instruction%22">History Instruction</searchLink><br /><searchLink fieldCode="DE" term="%22Computer+Assisted+Design%22">Computer Assisted Design</searchLink><br /><searchLink fieldCode="DE" term="%22Game+Based+Learning%22">Game Based Learning</searchLink><br /><searchLink fieldCode="DE" term="%22Electronic+Learning%22">Electronic Learning</searchLink><br /><searchLink fieldCode="DE" term="%22Visualization%22">Visualization</searchLink><br /><searchLink fieldCode="DE" term="%22Gamification%22">Gamification</searchLink><br /><searchLink fieldCode="DE" term="%22Educational+Technology%22">Educational Technology</searchLink> – Name: Abstract Label: Abstract Group: Ab Data: This study investigated how history education can be transferred to the virtual world in line with aesthetic and reality concerns through computer-aided design programs and how this transfer can contribute to the instructiveness of historical science. The study hypothesized that advanced technologies enable more effective visualization of historical events and places and that historical knowledge transferred to the virtual environment makes the use of past knowledge more accessible and interactive in future educational approaches. In the study, historical and formal analysis methods from qualitative research methods were used. In the first stage, a literature review was conducted and geographical and period characteristics were used as data in the design phase. In the second stage, historical information was transferred to the digital environment and presented using gamification and interaction techniques. The theoretical basis of the study; It is supported by the Digital Game-Based Learning Theory proposed by Zin, Jaafar, and Yue and Richard E. Mayer's Media and Learning Theory. The findings of the study reveal that it is possible to revitalize historical science in the digital environment thanks to technological developments and computer- aided programs and that this method can make significant contributions to the field of education. The contributions and advantages of digital methods over traditional methods were evaluated, and as a result of the study, it was seen that history and technology work in an interdisciplinary, effective and integrated manner. This research offers a unique contribution to history education with its interactive and game-based structure. The application model designed within the scope of this study was experienced by 28 students. As a result of the findings obtained from the survey, it was determined that game-based learning and virtual environment models have a positive contribution to history education. [This paper was published in: "EJER Congress 2024 International Eurasian Educational Research Congress Conference Proceedings," edited by Senel Poyrazli, Ani Publishing, 2024, pp. 87-91.] – Name: AbstractInfo Label: Abstractor Group: Ab Data: As Provided – Name: DateEntry Label: Entry Date Group: Date Data: 2024 – Name: AN Label: Accession Number Group: ID Data: ED662807 |
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| RecordInfo | BibRecord: BibEntity: Languages: – Text: English PhysicalDescription: Pagination: PageCount: 21 Subjects: – SubjectFull: History Instruction Type: general – SubjectFull: Computer Assisted Design Type: general – SubjectFull: Game Based Learning Type: general – SubjectFull: Electronic Learning Type: general – SubjectFull: Visualization Type: general – SubjectFull: Gamification Type: general – SubjectFull: Educational Technology Type: general Titles: – TitleFull: Education in the Digital Age: A Virtual Space Study in the Context of History and Technology Type: main BibRelationships: HasContributorRelationships: – PersonEntity: Name: NameFull: Özge Kaya – PersonEntity: Name: NameFull: Kader Sürmeli IsPartOfRelationships: – BibEntity: Dates: – D: 01 M: 01 Type: published Y: 2024 Titles: – TitleFull: Online Submission Type: main |
| ResultId | 1 |