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  Citation Number 10
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EĞİTİMDE DİJİTAL ÇİZGİ ROMAN TASARIMI: ETKİN VATANDAŞ BİLGE
2020
Journal:  
The Journal of Academic Social Science Studies
Author:  
Abstract:

Eğitim camiası, içerisinde bulunulan dönemde önemli yenilikler ve değişimler yaşamaktadır. Yüz yüze eğitimle ilgili çağın gereklerine uygun birçok uygulama ve materyal geliştirilirken, ortaya çıkan salgın bu çalışmaların uzaktan eğitimle dijital platformlara taşınmasını gerekli kılmıştır. Uzaktan eğitim uzun zamandır bilinen ama çoğu kesim tarafından kullanılmaktan kaçınılan bir durumken yaşanan Covid-19 pandemi dönemi ile birlikte mecburi bir süreç haline gelmiştir. Bu sürecin Z Kuşağı olarak adlandırılan yaş gurubunun okul dönemine denk gelmesi eğitim camiasının kendini her açıdan daha güncel hale getirmesinin gerekliliğini ortaya koymaktadır. Günümüz eğitiminin misyonu eleştirel düşünebilen, nüansları fark edebilen, araştıran, değişime ayak uydurabilen ve sahip olduğu bilgiyi farklı alan ve mecralarda kullanabilen bireyler yetiştirmektir. Revize edilen Milli Eğitim Bakanlığı (MEB) programlarında da dijital çağın gereklilikleri göz önüne alınarak planlamıştır. Bu bağlamda eğitimin her sahasında olduğu gibi sosyal bilgiler öğretiminde de birçok duyuya hitap eden ve deneyimlemeye olanak sağlayan öğretim süreci mühim yer tutmaktadır Sosyal bilgiler öğretim programı içerisinde yoğunlukta bulunan soyut kavramların öğretiminde görsel materyal kullanımı öğrenciyi güdülemektedir. Görsel materyallerden biri olan çizgi romanın kullanılması ise bazı olguların anlamlandırılmasına, kalıcı olmasına ve farklı perspektifinden analiz yapabilmeye olanak sağlamaktadır. Eğitimin her düzeyinde eğitimcilerin rahatlıkla başvurabileceği özgün bir materyal olan çizgi roman resim ve yazıyı bir uyum içerisinde sunmaktadır. Bu bağlamda sınıfta çizgi romanla ders anlatımı gerçekleştirilirse, çoklu öğrenme ortamı oluşturularak; çizgi romanın 5 duyuyu harekete geçirmesi sağlanacaktır. Özellikle çizgi roman aracılığıyla öğrenme konusunda bireye; motivasyon sağlama, duygularını doğru ifade edebilme, soyut konuları somutlaştırma gibi imkanlar sunmaktadır.  Dünyada dokuzuncu sanat olarak kabul gören çizgi roman zamanın durağanlığını kırmaktadır. Çizgi romanın şimdi, gelecek ve geçmiş zamanı aynı anda sunup; bireylerin sentez gücüyle kendi öğrenmelerine yardımcı olup, öğrenmeyi daha kalıcı hale getirmektedir. Tüm bunların yanında dijital çağın gereklilikleri doğrultusunda artık çizgi romanlar sadece geleneksel basımla değil web ortamlarında ve programlar yoluyla da tasarlanabilmektedir. Bu çalışmada web 2.0 araçlarından Pixton adlı siteden yararlanarak bir çizgi roman materyali geliştirilmeye çalışılmıştır. Geliştirilen materyal; sosyal bilgiler dersi 6.sınıf, etkin vatandaşlık öğrenme alanındaki yönetim şekilleri konusunda 67 panelden oluşmaktadır. Öğrencilerin deneyimleme fırsatı bulamadığı ve soyut olduğu bilinen yönetim şekilleri konusunda dijital ortamda eğitici çizgi roman materyali hazırlanmıştır. Araştırmanın amacı dijital çizgi roman tasarlanma sürecini nasıl inşa edildiği, ne tür yollar izlendiği, nelere dikkat edildiği gibi detayların ve de ortaya çıkan materyalin ilgililerle paylaşılmasıdır. Ayrıca hazırlanan eğitici çizgi roman materyalinin, ders ortamını zenginleştirmesi, öğrenciyi merkeze alarak aktif öğrenmeye imkan sağlaması ve de materyalin hem yüz yüze hem de uzaktan eğitimde kullanılabileceğini düşünülmektedir. Bu bakımdan her branştan eğitimciye ve de yapılacak benzer çalışmalara katkı sağlaması hedeflenmektedir.

Keywords:

Design of digital charts in education: influence citizen information
2020
Author:  
Abstract:

The community of education is experiencing significant innovations and changes during the period. While many applications and materials are developed in accordance with the needs of the age related to face-to-face education, the emerging epidemic has made it necessary that these studies be transferred to digital platforms through remote education. Remote learning has become a mandatory process along with the Covid-19 pandemic period, which is a long-known but most cuts avoidable situation. This process is called the age group of the Z Generation, which is equal to the school period, demonstrates the need for the educational community to make itself more up-to-date in all respects. The mission of today’s education is to educate individuals who are able to think critically, realize the nuances, research, adapt to change and use the knowledge they have in different fields and fields. The Ministry of National Education (MEB) has also planned in the revised programmes taking into account the needs of the digital age. In this context, as in all fields of education, the teaching process that addresses many senses and enables the experience is important in the teaching of the abstract concepts in intensity within the social information teaching program is driving the student to use visual material in the teaching. The use of the cartoon, which is one of the visual materials, makes it possible to understand certain facts, to be permanent and to analyze from different perspectives. The cartoon, which is an original material that educators can easily apply at all levels of education, presents painting and writing in a harmony. In this context, if the classroom is cartoon with a class narrative, the creation of a multi-learning environment will ensure that the cartoon moves 5 senses. Specifically, learning through the cartoon offers the individual opportunities such as motivating, expressing his feelings correctly, formulating abstract subjects.  The cartoon, recognized as the ninth art in the world, breaks the stagnation of time. The cartoon presents the time of now, the future and the past at the same time; it helps individuals to learn themselves with the synthesis power and makes learning more durable. In addition to all this, in line with the requirements of the digital age, cartoons can now be designed not only by traditional printing, but also through web environments and through programs. In this study, we tried to develop a cartoon material using the site Pixton from the web 2.0 tools. The material developed; social information course 6th class consists of 67 panels on management forms in the field of effective citizenship learning. The educational cartoon material in the digital environment is prepared on the forms of management known to be abstract, where students can’t find the opportunity to experience. The purpose of the research is to share with the interested in how the digital cartoon design process was built, what kind of paths were followed, what was noticed, and the material that emerged. It is also believed that the educational cartoon material prepared will enrich the lesson environment, enable the student to actively learn by taking the center, and the material can also be used in both face-to-face and distance learning. In this regard, it is intended to contribute from each branch to the educator and to the similar work to be done.

Keywords:

Digital Comics Design In Education: Active Citizen, Bilge
2020
Author:  
Abstract:

The field of education has been experiencing significant changes today. While many application and materials were being developed, the pandemic made the transformation of them into digital World necessary. Distance education was known but dis-preferred for a long time; however, it has become mandatory with Covid-19 pandemic. The school years of Generation Z and the time of pandemic has overlapped, which revealed the necessity to freshen the field of education in many terms. The mission of education today is to raise students who can think critically, notice differences, adapt to changes, and use her/his knowledge in different fields. Thus, the revised Turkish Ministry of Education has updated the curriculum accordingly with the needs of digital age. In this sense, learning processes addressing multiple senses and experience has a fundemantal place in social studies education, too. The use of visuald while learning abstract concepts in social studies education motivates students. The use of comics, one of these visuals, helps students understand concepts, analyze from different perspectives and permanent learning. Comics present visuals and written message together and it can be used for any level of education. As an original material, comics trigger five senses and create multiple sensory learning environment. Comics create chances for studens such as motivation, expressing feelings correctly, and objectifying abstract concepts. Comics break the stability of time, and it is identified as the ninth art of the World. Comics help permanency of learning by presenting the past, present and the future together. Along with these, comics can be designed in digital platforms. In this study, digital comics material was developed using Pixton, one of the web 2.0 tools. The material was developed for governing styles subject in 6th grade, and it consists of 67 panels. The ‘governing styles’ subject was chosen deliberately as students do not have the chance to objectify or experience the content. The aim of this study is to share how digital comics design is structured, which principles are used and which criteria is followed with related shareholders. Also, it is hypothesized that the designed material would enrich the learning environment, empower learning, activate the students in the learning process, and be used through distance education process. In this sense, the study aims to contibute educators from every field and future studies. 

Keywords:

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The Journal of Academic Social Science Studies

Journal Type :   Uluslararası

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The Journal of Academic Social Science Studies