1. Purposes

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Prof. Dr. Yasemin KOÇAK USLUEL Res. Asst. Hatice ÇIRALI

Hacettepe University,

Computer Education and Instructional Technology

Hacettepe University,

Computer Education and Instructional Technology

2015 Annual Meeting, "Toward Justice: Culture, Language, and Heritage in Education Research and Praxis« April 16-20, 2015, Chicago

2015 Annual Meeting, "Toward Justice: Culture, Language, and Heritage in Education Research and Praxis« April 16-20, 2015, Chicago

1. Purposes

2. Theoretical

Framework

3. Methods 4. Results

5. Scholarly

Significance

• Students assume roles such as o information seeker, o viewer, o producer, etc.

while using technology, but utilize technology for production purposes the least.

Usluel, Y.K. & Çıralı, H. Hacettepe University, Computer Education and Instructional Technology AERA 2015

1. Purposes

2. Theoretical

Framework

3. Methods 4. Results

5. Scholarly

Significance

• Studies have shown that self-reports differ from log data and don’t completely represent actual usage patterns

Usluel, Y.K. & Çıralı, H. Hacettepe University, Computer Education and Instructional Technology AERA 2015

1. Purposes

2. Theoretical

Framework

3. Methods 4. Results

5. Scholarly

Significance

In this study,

• new generation learners were asked to create digital stories by using mobile learning technologies.

• Accordingly, the utilization of technologies for productive purposes was observed and

Usluel, Y.K. & Çıralı, H. Hacettepe University, Computer Education and Instructional Technology AERA 2015

1. Purposes

2. Theoretical

Framework

3. Methods 4. Results

5. Scholarly

Significance

How do students utilize technology when given a specific task to perform but without introducing any restrictions?

• What do the log records show regarding this question?

• What do the students think regarding this question?

Usluel, Y.K. & Çıralı, H. Hacettepe University, Computer Education and Instructional Technology AERA 2015

1. Purposes

2. Theoretical

Framework

3. Methods 4. Results

New generation learners differ from previous generations in

• their multitasking,

• parallel processing,

• peer-to-peer learning,

Digital

Learners

• technical confidence,

• collaboration,

• enthusiasm and affinity for ICT, etc.

Net capabilities and their style of utilizing technology

Digital

Natives

(Green & Hannon, 2007; Kolikant, 2012; Prensky, 2001; Pedró, 2006; Tapscott, 2008).

5. Scholarly

Significance

Usluel, Y.K. & Çıralı, H. Hacettepe University, Computer Education and Instructional Technology AERA 2015

1. Purposes

2. Theoretical

Framework

3. Methods 4. Results

5. Scholarly

Significance

Whether the new generation learners are “better learners” must be discussed

(Kolikant, 2010)

.

Usluel, Y.K. & Çıralı, H. Hacettepe University, Computer Education and Instructional Technology AERA 2015

1. Purposes

2. Theoretical

Framework

3. Methods 4. Results

5. Scholarly

Significance

On the other hand

• Students utilize technology without even being aware of their potential and skills.

• It is important to take new generation learners’ qualities into consideration, and to make them producers in the education and teaching process.

• Various teaching techniques are employed using mobile applications and software towards various goals

(Gudanescu, 2010).

Usluel, Y.K. & Çıralı, H. Hacettepe University, Computer Education and Instructional Technology AERA 2015

1. Purposes

2. Theoretical

Framework

3. Methods 4. Results

5. Scholarly

Significance

• Digital Storytelling (DST) is the integration of multi-media and storytelling for various purposes, across different disciplines.

Usluel, Y.K. & Çıralı, H. Hacettepe University, Computer Education and Instructional Technology AERA 2015

1. Purposes

2. Theoretical

Framework

3. Methods

4. Results

3.1. Research Group

• consists of 29 primary school second grade students

• 14 girls and 15 boys

5. Scholarly

Significance

Usluel, Y.K. & Çıralı, H. Hacettepe University, Computer Education and Instructional Technology AERA 2015

1. Purposes

2. Theoretical

Framework

3. Methods

4. Results

5. Scholarly

Significance

3.2. Implementation process

• Training was administered for a period of thirteen weeks, one day a week.

• Each training session lasted 90 min.

Usluel, Y.K. & Çıralı, H. Hacettepe University, Computer Education and Instructional Technology AERA 2015

1. Purposes

2. Theoretical

Framework

3. Methods

4. Results

5. Scholarly

Significance

DST implementation process

1. Students wrote their stories on “My World” or “Here is My Life” themes.

2. Visuals to support the stories were prepared by hand or on the tablets.

3. The students’ voices were recorded using Audacity.

4. The digital stories were created by combining images and sound using “Microsoft Photo Story” and “Movie Maker” softwares.

Usluel, Y.K. & Çıralı, H. Hacettepe University, Computer Education and Instructional Technology AERA 2015

1. Purposes

2. Theoretical

Framework

3. Methods

4. Results

3.3. Data Sources

• the App Usage Tracker for Android

• semi-structured interviews

5. Scholarly

Significance

Usluel, Y.K. & Çıralı, H. Hacettepe University, Computer Education and Instructional Technology AERA 2015

10

11

12

13

14

15

16

17

18

19

20

6

7

8

9

4

5

1

2

3

Table 1. Log data of applications used by the students on the tablets

Row

Number

Application Frequency (F) Type

Average time

(seconds)

Usage data

Frequency of access

Gallery

KidsDoodle

Camera

Video Player

Rainbow Doodle

Google

Animated Paint

Google Play Store

Settings

Bubbles

Internet

Subway Surf

Dr Driving

Photo Editor

Music Player

Football Shooter

Weather Widget Main

Note

Minion Rush

Guide

1171 View

869 Drawing App

708 Photo

453 Imaging

443 Drawing App

421 Internet

386 Drawing App

267 System

256 System

241 Game

233 Internet

230 Game

173 Game

162 Photo

151 View

112 Game

107 Tool

97 Text Entry

93 Game

87 Tool

75.33

134.81

475.90

243.00

66.00

42.27

58.73

27.95

200.98

483.18

22.59

35.70

140.70

55.00

59.80

117.40

43.80

97.80

25.38

51.07

241

233

230

173

162

151

112

107

97

93

87

1171

869

708

430

443

421

386

267

256

Total time

(seconds)

18,156

31,411

109,458

42,206

10,715

6,384

6,578

2,991

19,496

44,936

1,966

41,909

122,352

38,984

25,738

52,016

18,463

37,769

6,778

13,076

10

11

12

13

14

15

16

17

18

19

20

6

7

8

9

4

5

1

2

3

Table 1. Log data of applications used by the students on the tablets

Row

Number

Application Frequency (F) Type

Average time

(seconds)

Usage data

Frequency of access

Gallery

KidsDoodle

Camera

Video Player

Rainbow Doodle

Google

Animated Paint

Google Play Store

Settings

Bubbles

Internet

Subway Surf

Dr Driving

Photo Editor

Music Player

Football Shooter

Weather Widget Main

Note

Minion Rush

Guide

1171 View

869 Drawing App

708 Photo

453 Imaging

443 Drawing App

421 Internet

386 Drawing App

267 System

256 System

241 Game

233 Internet

230 Game

173 Game

162 Photo

151 View

112 Game

107 Tool

97 Text Entry

93 Game

87 Tool

75.33

134.81

475.90

243.00

66.00

42.27

58.73

27.95

200.98

483.18

22.59

35.70

140.70

55.00

59.80

117.40

43.80

97.80

25.38

51.07

241

233

230

173

162

151

112

107

97

93

87

1171

869

708

430

443

421

386

267

256

Total time

(seconds)

18,156

31,411

109,458

42,206

10,715

6,384

6,578

2,991

19,496

44,936

1,966

41,909

122,352

38,984

25,738

52,016

18,463

37,769

6,778

13,076

10

11

12

13

14

15

16

17

18

19

20

6

7

8

9

4

5

1

2

3

Table 1. Log data of applications used by the students on the tablets

Row

Number

Application Frequency (F) Type

Average time

(seconds)

Usage data

Frequency of access

Gallery

KidsDoodle

Camera

Video Player

Rainbow Doodle

Google

Animated Paint

Google Play Store

Settings

Bubbles

Internet

Subway Surf

Dr Driving

Photo Editor

Music Player

Football Shooter

Weather Widget Main

Note

Minion Rush

Guide

1171 View

869 Drawing App

708 Photo

453 Imaging

443 Drawing App

421 Internet

386 Drawing App

267 System

256 System

241 Game

233 Internet

230 Game

173 Game

162 Photo

151 View

112 Game

107 Tool

97 Text Entry

93 Game

87 Tool

75.33

134.81

475.90

243.00

66.00

42.27

58.73

27.95

200.98

483.18

22.59

35.70

140.70

55.00

59.80

117.40

43.80

97.80

25.38

51.07

241

233

230

173

162

151

112

107

97

93

87

1171

869

708

430

443

421

386

267

256

Total time

(seconds)

18,156

31,411

109,458

42,206

10,715

6,384

6,578

2,991

19,496

44,936

1,966

41,909

122,352

38,984

25,738

52,016

18,463

37,769

6,778

13,076

10

11

12

13

14

15

16

17

18

19

20

6

7

8

9

4

5

1

2

3

Table 1. Log data of applications used by the students on the tablets

Row

Number

Application Frequency (F) Type

Average time

(seconds)

Usage data

Frequency of access

Gallery

KidsDoodle

Camera

Video Player

Rainbow Doodle

Google

Animated Paint

Google Play Store

Settings

Bubbles

Internet

Subway Surf

Dr Driving

Photo Editor

Music Player

Football Shooter

Weather Widget Main

Note

Minion Rush

Guide

1171 View

869 Drawing App

708 Photo

453 Imaging

443 Drawing App

421 Internet

386 Drawing App

267 System

256 System

241 Game

233 Internet

230 Game

173 Game

162 Photo

151 View

112 Game

107 Tool

97 Text Entry

93 Game

87 Tool

75.33

134.81

475.90

243.00

66.00

42.27

58.73

27.95

200.98

483.18

22.59

35.70

140.70

55.00

59.80

117.40

43.80

97.80

25.38

51.07

241

233

230

173

162

151

112

107

97

93

87

1171

869

708

430

443

421

386

267

256

Total time

(seconds)

18,156

31,411

109,458

42,206

10,715

6,384

6,578

2,991

19,496

44,936

1,966

41,909

122,352

38,984

25,738

52,016

18,463

37,769

6,778

13,076

Table 2. The students’ views on the applications they used on the tablets

Answers

I played games.

I drew pictures.

I took photos.

I wrote.

I surfed the internet.

I recorded my voice.

The number of respondents (N)

14

9

5

1

1

1

Usluel, Y.K. & Çıralı, H. Hacettepe University, Computer Education and Instructional Technology AERA 2015

Table 2. The students’ views on the applications they used on the tablets

Answers

I played games.

I drew pictures.

I took photos.

I wrote.

I surfed the internet.

I recorded my voice.

The number of respondents (N)

14

9

5

1

1

1

Usluel, Y.K. & Çıralı, H. Hacettepe University, Computer Education and Instructional Technology AERA 2015

Table 2. The students’ views on the applications they used on the tablets

Answers

I played games.

I drew pictures.

I took photos.

I wrote.

I surfed the internet.

I recorded my voice.

The number of respondents (N)

14

9

5

1

1

1

Usluel, Y.K. & Çıralı, H. Hacettepe University, Computer Education and Instructional Technology AERA 2015

Table 2. The students’ views on the applications they used on the tablets

Answers

I played games.

I drew pictures.

I took photos.

I wrote.

I surfed the internet.

I recorded my voice.

The number of respondents (N)

14

9

5

1

1

1

Usluel, Y.K. & Çıralı, H. Hacettepe University, Computer Education and Instructional Technology AERA 2015

Table 3. The students’ reflections on the DST preparation process

Answers The number of respondents

Writing my story

Drawing pictures on paper

Drawing pictures on the tablet

Taking photos with the tablet

Recording my voice

Choosing music for my digital story

Which of the following did you like doing the most?

17

Which of the following did you dislike doing?

6

14

11

23

1

23

1

13

9

17

7

Usluel, Y.K. & Çıralı, H. Hacettepe University, Computer Education and Instructional Technology AERA 2015

Table 3. The students’ reflections on the DST formation process

Answers The number of respondents

Writing my story

Drawing pictures on paper

Drawing pictures on the tablet

Taking photos with the tablet

Recording my voice

Choosing music for my digital story

Which of the following did you like doing the most?

17

Which of the following did you dislike doing?

6

14

11

23

1

23

1

13

9

17

7

Usluel, Y.K. & Çıralı, H. Hacettepe University, Computer Education and Instructional Technology AERA 2015

1. Purposes

2. Theoretical

Framework

3. Methods 4. Results 5. Scholarly

Significance

Log data versus interview records

it is noticed that

• the logs indicate that the DST applications were used the most,

• although students stated that they mostly played games.

Usluel, Y.K. & Çıralı, H. Hacettepe University, Computer Education and Instructional Technology AERA 2015

1. Purposes

2. Theoretical

Framework

3. Methods 4. Results

5. Scholarly

Significance

In conclusion

• the students were able to primarily perform the given tasks, despite their young age, and express themselves via digital stories in this study.

• it is shown that technology is utilized in accordance with intended goals when learners are provided with adequate opportunities and activities.

Usluel, Y.K. & Çıralı, H. Hacettepe University, Computer Education and Instructional Technology AERA 2015

1. Purposes

2. Theoretical

Framework

3. Methods 4. Results

5. Scholarly

Significance

• it is important to design activities for students where technology may be utilized for productive purposes,

• The process should be considered as a whole with learners’ needs,

• When implementing new applications, students should be guided accordingly.

Usluel, Y.K. & Çıralı, H. Hacettepe University, Computer Education and Instructional Technology AERA 2015

References

Boase, J., & Ling, R. (2013). Measuring Mobile Phone Use: Self‐Report Versus Log Data. Journal of Computer‐Mediated

Communication, 18(4), 508-519. doi:10.1111/jcc4.12021

Frazel, M., 2010. Digital storytelling guide for educators. Washington, DC. International Society for Technology in Education (ISTE).

Green, H., & Hannon, C. (2007). Their space education for a digital generation. London: Demos.

Gudanescu, S.

(2010).

New educational technologies.

Procedia-Social and Behavioral Sciences, 2(2), 5646-5649.

doi:10.1016/j.sbspro.2010.03.922

Kolikant, Y. B. D. (2012). Using ICT for school purposes: Is there a student-school disconnect?. Computers & Education, 59(3), 907-914.

doi:10.1016/j.compedu.2012.04.012

Luckin, R., Clark, W., Graber, R., Logan, K., Mee, A., & Oliver, M. (2009). Do Web 2.0 tools really open the door to learning? Practices, perceptions and profiles of 11–16‐year‐old students.

Learning, Media and Technology, 34(2), 87-104.

doi:

10.1080/17439880902921949

Luckin, R., Logan, K., Clark, W., Graber, R., Oliver, M. and Mee, A. (2008). Learners’ Use of Web 2.0 Technologies In and out of school in

key stages 3 and 4. Retrieved from http://dera.ioe.ac.uk/1476/1/becta_2008_web2_learnersuse_report.pdf

Ohler, J., 2013. Digital storytelling in the classroom. New media pathways to literacy, learning, and creativity. (2nd ed.) Sage

Publications, Thousand Oaks, CA.

Parslow, R. C. , Hepworth, S. J., & McKinney, P.A. (2003). Recall of past use of mobile phone handsets. Radiat Prot Dosimetry, 106 (3),

233-240.

Pedró, F. (2006). The new millennium learners: challenging our views on ICT and learning. Paris: OECD-CERI. Retrieved from http://www.oecd.org/edu/ceri/38358359.pdf

Prensky, M. (2001). Digital natives, digital immigrants. On the Horizon, 9(5), 1–6.

de Reuver, M., & Bouwman, H. (2015). Dealing with self-report bias in mobile Internet acceptance and usage studies. Information &

Management. http://dx.doi.org/10.1016/j.im.2014.12.002

Tapscott, D. (2008). Grown up digital: How the net generation is changing your world HC. McGraw-Hill.

Usluel, Y. K. And Atal, D. (2013). Students approach to social network in educational context. The international journal of web

communities, 9 ( 2), 188-198.

Usluel, Y.K. & Çıralı, H. Hacettepe University, Computer Education and Instructional Technology AERA 2015

koçak@hacettepe.edu.tr

haticecirali@hacettepe.edu.tr

Usluel, Y.K. & Çıralı, H. Hacettepe University, Computer Education and Instructional Technology AERA 2015

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