<?xml version="1.0"?>
<rss version="2.0">
   <channel>
      <title>My supercalifragilisticexpialidocious padlet by Nurdan Turan</title>
      <link>https://padlet.com/nurdanturan_94/p4oe4gvau4jk</link>
      <description>Made with the strength to succeed</description>
      <language>en-us</language>
      <pubDate>2016-10-12 07:07:34 UTC</pubDate>
      <lastBuildDate>2026-02-16 02:00:03 UTC</lastBuildDate>
      <webMaster>hello@padlet.com</webMaster>
      <image>
         <url></url>
      </image>
      <item>
         <title>Computer Based Instruction vs Computer Supported Instruction</title>
         <author>nurdanturan_94</author>
         <link>https://padlet.com/nurdanturan_94/p4oe4gvau4jk/wish/131599962</link>
         <description><![CDATA[<div>Computer-based instruction, also commonly referred to as <strong><em>Computer Assisted Instruction</em></strong>, was introduced during the 1950s. The pioneers of the movement were a team of researchers at IBM, including Gordon Pask and O. M. Moore. However, it wasn't until the 1960s that the Computer-Based Instruction Theory began to take shape, thanks to federal funding for research and development for various industrial and educational labs throughout the United States. <br>What is CAI? CAI is an interactive instructional technique whereby a computer is used to present the instructional material and monitor the learning that takes place.<br> <br><strong>Computer-Based Instruction Advantages and Limitations<br></strong><br></div><div><strong><em>The advantages of CBI are numerous<br></em></strong><br></div><ul><li>As a method, is highly interactive.</li><li>It can motivate learners and provide immediate feedback.</li><li>It can store the performance of the learner for future use or further fine-tuning.</li><li>It can be adjusted depending on the level of the learner.</li><li>It involves dynamic processes and can use multiple forms of presentation.</li><li>It generally requires less time than traditional methods.</li></ul><div><strong><em>The limitations of CBI can be summarized as follows<br></em></strong><br></div><ul><li>Overly simplified applications might not be as effective, and may not make good use of the computer.</li><li>Their development is time-consuming and can be quite costly.</li><li>Equipment and software can also be costly, and, thus, difficult to acquire.</li><li>Not all subjects or fields can be assisted or supported by CBI.</li><li>It might have limited modalities, unless developed by experts and with the use of multimedia.</li></ul><div>However, computer supported education is a process of learning takes place via social interaction using a computer or through the Internet. Therefore, it can be implemented in online and classroom learning environments.<br><br>We can say that teacher has more active role in computer assisted teaching than computer supported one. Technology is used to improve the teaching in CAI, but technology is the main material in CSE.<br><a href="https://elearningindustry.com/computer-based-instruction-theory">https://elearningindustry.com/computer-based-instruction-theory</a><br><br></div>]]></description>
         <enclosure url="" />
         <pubDate>2016-10-18 18:41:57 UTC</pubDate>
         <guid>https://padlet.com/nurdanturan_94/p4oe4gvau4jk/wish/131599962</guid>
      </item>
      <item>
         <title>Virtual reality, Augmented reality </title>
         <author>nurdanturan_94</author>
         <link>https://padlet.com/nurdanturan_94/p4oe4gvau4jk/wish/131624474</link>
         <description><![CDATA[<div>What is virtual reality? Let's look at dictionary . Websters has more recently defined <em>virtual reality</em> to be <em>an artificial environment which is experienced through sensory stimuli (as sights and sounds) provided by a computer and in which one’s actions partially determine what happens in the environment</em>.&nbsp; NextGen further defines a virtual reality <em>to be a computer-generated environment that can be interacted with as if that environment was real</em>.&nbsp; A good virtual reality system will allow users to physically walk around objects and touch those objects as if they were real.<br>So, what is augmented reality? Instead of replacing reality, augmented reality adds cues onto the already existing real world.&nbsp; Computer graphics are embedded into the real world and ideally the human mind would not be able to tell the difference between computer-generated images and the real world.<br><br><a href="http://www.nextgeninteractions.com/virtual-and-augmented-reality/">http://www.nextgeninteractions.com/virtual-and-augmented-reality/</a><br><br><br></div>]]></description>
         <enclosure url="" />
         <pubDate>2016-10-18 19:55:28 UTC</pubDate>
         <guid>https://padlet.com/nurdanturan_94/p4oe4gvau4jk/wish/131624474</guid>
      </item>
      <item>
         <title>Adaptive learning systems</title>
         <author>nurdanturan_94</author>
         <link>https://padlet.com/nurdanturan_94/p4oe4gvau4jk/wish/131626917</link>
         <description><![CDATA[<div>We heard the term adaptive learning, but what does it mean? How many of us can define it?<br><br>At the most basic level, adaptive learning is the notion that computers can improve educational outcomes.<br>The basic idea of adaptivity in learning is the ability to modify the presentation of material in response to a student’s performance.<br>Adaptive learning makes content dynamic and interactive, placing the student at the center of his or her individual learning experiences. It help to monitor how the student interacts with the system and learns, leveraging the enormous quantities of data generated by a student’s online interactions with ordinary (textbook-like) and extraordinary (game- and social-media-like) content, with teachers and peers, and with the system itself. It assesses not only what a student knows now, but also determines what activities and interactions, developed by which providers, delivered in what sequence and medium, most greatly increase the possibility of that student’s academic success.<br><br></div><div>Fear of online and computer-based educational approaches often stems from a misguided belief that these approaches will reduce teacher-student face time. In fact, the opposite is true. It help to gain more classroom time, allowing teachers more time to engage students directly. Individualized student data allows for more meaningful teacher-student interactions.<br><br><br><a href="https://www.knewton.com/resources/blog/adaptive-learning/what-is-adaptive-learning/">https://www.knewton.com/resources/blog/adaptive-learning/what-is-adaptive-learning/</a><br><br><br></div>]]></description>
         <enclosure url="https://padletuploads.blob.core.windows.net/aws/139439072/071960582c3bbf387c524025cd1b60a9/adapting_adaptive_learning_r100.jpg" />
         <pubDate>2016-10-18 20:06:15 UTC</pubDate>
         <guid>https://padlet.com/nurdanturan_94/p4oe4gvau4jk/wish/131626917</guid>
      </item>
      <item>
         <title>Gamification</title>
         <author>nurdanturan_94</author>
         <link>https://padlet.com/nurdanturan_94/p4oe4gvau4jk/wish/131630144</link>
         <description><![CDATA[<div>Gamification describes the process of applying game-related principles — particularly those relating to user experience and engagement — to non-game contexts such as education.<br><br>Gamification in education, or gamification in learning, is sometimes described using other terms: gameful thinking, game principles for education, motivation design, engagement design, etc.&nbsp; It is different from game-based learning in that it does not involve students making their own games or playing commercially-made video games. It operates under the assumption that the kind of engagement that gamers experience with games can be translated to an educational context towards the goals of facilitating learning and influencing student behavior. Since gamers voluntarily spend countless hours playing games and problem-solving, researchers and educators have been exploring ways to harness videogames’ power for motivation and apply it to the classroom.<br><br><strong>Benefits to Gamification in Education</strong></div><div>Gamification in education offers many possible benefits, including the following:</div><ul><li>Students feel ownership over their learning</li><li>More relaxed atmosphere in regard to failure, since learners can simply try again</li><li>More fun in the classroom</li><li>Learning becomes visible through progress indicators</li><li>Students may uncover intrinsic motivation for learning</li><li>Students can explore different identities through different avatars/characters</li><li>Students often are more comfortable in gaming environments.</li></ul><div>If you want to gamifiy your math class , here a link for you that&nbsp; have made kids choose math practice for their free time:<br><a href="http://www.teachhub.com/websites-classroom-games-gamify-your-math-class">http://www.teachhub.com/websites-classroom-games-gamify-your-math-class</a><br><br><br><a href="https://www.learning-theories.com/gamification-in-education.html">https://www.learning-theories.com/gamification-in-education.html</a></div>]]></description>
         <enclosure url="" />
         <pubDate>2016-10-18 20:18:56 UTC</pubDate>
         <guid>https://padlet.com/nurdanturan_94/p4oe4gvau4jk/wish/131630144</guid>
      </item>
      <item>
         <title>Comments for gamification</title>
         <author>nilfer_avci</author>
         <link>https://padlet.com/nurdanturan_94/p4oe4gvau4jk/wish/131635518</link>
         <description><![CDATA[<div>I am agree with you Nurdan. Gamification encourages students to learn more by creating more fun classroms.&nbsp; They feel more comfort in the game environment. I think this method is more useful for elementary level students. Because they need concrete examples to &nbsp; deeply learn. Gamification helps them conceptual understanding. For boring subjects, it can create enjoyable settings.</div>]]></description>
         <enclosure url="" />
         <pubDate>2016-10-18 20:40:01 UTC</pubDate>
         <guid>https://padlet.com/nurdanturan_94/p4oe4gvau4jk/wish/131635518</guid>
      </item>
      <item>
         <title>Comment on VR and AR by Fatmanur Karadağ</title>
         <author>karadag_fatmanur</author>
         <link>https://padlet.com/nurdanturan_94/p4oe4gvau4jk/wish/131635527</link>
         <description><![CDATA[<div>I liked the definintions of VR and AR, but you could have mentioned about the applications of these technologies in your teaching area.</div>]]></description>
         <enclosure url="" />
         <pubDate>2016-10-18 20:40:04 UTC</pubDate>
         <guid>https://padlet.com/nurdanturan_94/p4oe4gvau4jk/wish/131635527</guid>
      </item>
      <item>
         <title>QR code:</title>
         <author>nurdanturan_94</author>
         <link>https://padlet.com/nurdanturan_94/p4oe4gvau4jk/wish/131635623</link>
         <description><![CDATA[<div>here a </div>]]></description>
         <enclosure url="https://padletuploads.blob.core.windows.net/aws/139439072/9637daa95231209ed5146e5ffe93cc23/padlett.png" />
         <pubDate>2016-10-18 20:40:35 UTC</pubDate>
         <guid>https://padlet.com/nurdanturan_94/p4oe4gvau4jk/wish/131635623</guid>
      </item>
      <item>
         <title>9 ekim </title>
         <author>dursundilan94</author>
         <link>https://padlet.com/nurdanturan_94/p4oe4gvau4jk/wish/136315124</link>
         <description><![CDATA[]]></description>
         <enclosure url="https://padletuploads.blob.core.windows.net/aws/137398319/5aff6fd345b9bc0fcadf54ada9015910/9_ekim.story" />
         <pubDate>2016-11-09 08:13:37 UTC</pubDate>
         <guid>https://padlet.com/nurdanturan_94/p4oe4gvau4jk/wish/136315124</guid>
      </item>
   </channel>
</rss>
