In this paper the importance of eometry?and raphics?for the advancement of science and knowledge in 19th century is pointed out. Klein and Müller reform of geometry syllabus in 19th century and the education situ...In this paper the importance of eometry?and raphics?for the advancement of science and knowledge in 19th century is pointed out. Klein and Müller reform of geometry syllabus in 19th century and the education situation of Geometry and Graphics in Europe during the last third of 20th century are introduced. The problems of geometry and graphics education during the next decedes and six proposals are presented.展开更多
Purpose:This study aims to research the impact of the e-learning environment,in which gamebased education software was used,on the learning of students with intellectual disabilities.Design/Approach/Methods:The study ...Purpose:This study aims to research the impact of the e-learning environment,in which gamebased education software was used,on the learning of students with intellectual disabilities.Design/Approach/Methods:The study group consisted of 34 students with intellectual disabilities studying at a special education vocational school in Canakkale,Turkey.In this study,the true experimental method was used.For 5 weeks,the experimental group received blended learning that was supported by the usage of a game-based education software designed by the researcher,which includes interactive educational game applications.At the same time,control group students only received the teaching process in the classroom with the traditional teaching method.Acourse attitude scale and an achievement test were used fordata collection.Findings:The analysis of the findings showed that there was a significant increase between precourse and post-course attitudes and academic achievement scores of the students.There wasn't a significant difference between pre-course and post-course attitudes and academic achievement scores according to the gender and academic achievement scores.Males'academic achievement and attitude post-test scores were higher than females'scores.Students having upper daily mobile devices usage experience had higher post-test and academic achievement scores than students havinglowerdaily mobile devices usage experience.展开更多
文摘In this paper the importance of eometry?and raphics?for the advancement of science and knowledge in 19th century is pointed out. Klein and Müller reform of geometry syllabus in 19th century and the education situation of Geometry and Graphics in Europe during the last third of 20th century are introduced. The problems of geometry and graphics education during the next decedes and six proposals are presented.
文摘Purpose:This study aims to research the impact of the e-learning environment,in which gamebased education software was used,on the learning of students with intellectual disabilities.Design/Approach/Methods:The study group consisted of 34 students with intellectual disabilities studying at a special education vocational school in Canakkale,Turkey.In this study,the true experimental method was used.For 5 weeks,the experimental group received blended learning that was supported by the usage of a game-based education software designed by the researcher,which includes interactive educational game applications.At the same time,control group students only received the teaching process in the classroom with the traditional teaching method.Acourse attitude scale and an achievement test were used fordata collection.Findings:The analysis of the findings showed that there was a significant increase between precourse and post-course attitudes and academic achievement scores of the students.There wasn't a significant difference between pre-course and post-course attitudes and academic achievement scores according to the gender and academic achievement scores.Males'academic achievement and attitude post-test scores were higher than females'scores.Students having upper daily mobile devices usage experience had higher post-test and academic achievement scores than students havinglowerdaily mobile devices usage experience.