TY - JOUR
T1 - Technology enhanced instruction
T2 - An example of english language learning in the context of peace
AU - Sasi, Sabri
AU - Chang, Maiga
AU - Altinay-Aksal, Fahriye
AU - Kayimbasioglu, Dervis
AU - Haci, Huseyin
AU - Kinshuk,
AU - Altinay-Gazi, Zehra
N1 - Publisher Copyright:
© Authors.
PY - 2017/6/1
Y1 - 2017/6/1
N2 - Early childhood quality education is a cornerstone in educational development. Many countries have started to develop their own preschool educational system in accordance with the European Union Standards, where learning English language and using technology are prerequisites. In this research, the peace context was used as a mediator for learning the English language. The study aimed to reveal the impact of learning through technology in the English language. It was conducted on five-year-old children (n = 18( in one class where the English language was the core subject. The acquisition of knowledge depended on in-class gamification activities and home activities. Each participant received an educational DVD to use at home that included all the materials for learning, such as words, songs, videos, and short films about peace in English. All materials were selected in according with the "fair use policy" for educational purposes. The research process included an initial interview (checklist) in which content analyses were made. In addition, assessment software was developed based on the required analysis to explain statistical findings.
AB - Early childhood quality education is a cornerstone in educational development. Many countries have started to develop their own preschool educational system in accordance with the European Union Standards, where learning English language and using technology are prerequisites. In this research, the peace context was used as a mediator for learning the English language. The study aimed to reveal the impact of learning through technology in the English language. It was conducted on five-year-old children (n = 18( in one class where the English language was the core subject. The acquisition of knowledge depended on in-class gamification activities and home activities. Each participant received an educational DVD to use at home that included all the materials for learning, such as words, songs, videos, and short films about peace in English. All materials were selected in according with the "fair use policy" for educational purposes. The research process included an initial interview (checklist) in which content analyses were made. In addition, assessment software was developed based on the required analysis to explain statistical findings.
KW - Authentic learning
KW - Digital learning environment
KW - Peace context
KW - Technology in education
UR - http://www.scopus.com/inward/record.url?scp=85019085122&partnerID=8YFLogxK
U2 - 10.12973/eurasia.2017.00687a
DO - 10.12973/eurasia.2017.00687a
M3 - Journal Article
AN - SCOPUS:85019085122
SN - 1305-8215
VL - 13
SP - 1605
EP - 1614
JO - Eurasia Journal of Mathematics, Science and Technology Education
JF - Eurasia Journal of Mathematics, Science and Technology Education
IS - 6
ER -