Ibrahim Hakki Bulut

Ibrahim Hakki Bulut
Istanbul Medeniyet Universitesi · Department of Informatics

Doctor of Education

About

13
Publications
729
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9
Citations
Introduction
Ibrahim Hakkı Bulut currently works at the Department of Informatics, Istanbul Medeniyet Universitesi. Ibrahim does research in Educational Technology. Their most recent publication is "An engagement and motivation model for online learning technologies".

Publications

Publications (13)
Chapter
Technology acceptance model (TAM) has been the predominant model for decades to explain how and to what extent motivational factors affect technology use of people. Despite its robustness and validity for the research in educational technologies, TAM has a behaviorist nature, focusing mainly on extrinsic motivators to explain the acceptance of tech...
Article
The aim of this study is to construct a technology model, named as Online Learning Technology Engagement Model (OLTEM), to enhance our understanding in the adoption of an online learning technology. The study suggests a model covering the theoretical background of underlying motivational processes for technology engagement of students. The sample o...
Conference Paper
Full-text available
Bu çalışma, uzaktan ve çevrim içi öğrenme ve öğretimle ilgili Covid-19 sonrası öğrenci, öğretmen ve öğretim elemanları deneyimini yansıtan çalışmaların taranmasını, araştırma desenine uygun içeriklerin betimsel analize tabi tutulmasını ve nihayetinde öğrencilere, eğitmenlere ve eğitim yöneticilerine etkili ve verimli çevrim içi öğretim-öğrenim dene...
Chapter
Full-text available
Son 30 yılda teknolojinin hızlı gelişimiyle birlikte gerek bireysel gerekse sosyal hayatımızda dijital dönüşüm yaşamaktayız. Bu dönüşüm, işlemlerini ve faaliyetlerini daha hızlı, etkin, verimli, uygun maliyetli ve memnuniyet verici seviyeye çekmek isteyen iletişim, ticaret, ulaşım, sağlık, bankacılık gibi hizmet sektörlerinde köklü ve reformist bir...
Article
Full-text available
The purpose of this study is to investigate the opinions, initiative point of views and suggestions of game developers on gender diversity in game development workforce. Thirty eight (38) employees participated in this study from four different game companies that reside in Ankara. The results of the study reveal that the majority of respondents be...
Conference Paper
Full-text available
This paper proposes an educational technology adoption model considering the limitations of traditional technology adoption models. Based on the model, the authors develop a questionnaire, in which the items are derived from previous technology adoption studies, to identify and indicate the constructs in the proposed model. The paper presents the s...
Thesis
Full-text available
The purpose of this study is to propose a technology model, called Educational Technology Engagement Model (ETEM), towards the student adoption of a social learning platform -Edmodo-. The study offers a guideline, which requires a theoretical understanding of underlying motivational processes for technology adoption, to demonstrate how a model can...
Conference Paper
The study investigates the critical success factors predicting the adoption of social learning platforms, and the relationship between those critical factors, perceived achievement of students and the social and learning engagement of students as the members of online learning community. Factors affecting the use of Edmodo are investigated for deve...
Conference Paper
The purpose of this research study was to determine the faculty members’ perception toward opportunities and risks of using technology in education and future of the computer education and instructional technology (CEIT) field. For this purpose, interviews were conducted with thirteen faculty members of CEIT department from seven universities in Tu...
Conference Paper
Full-text available
This study investigates English as foreign language (EFL) students' readiness and perceptions towards mobile learning. 119 English preparatory school students of a private university in Ankara, Turkey participated to the survey study. Findings revealed that the majority of the respondents have already met the basic requirements of mobile learning e...
Conference Paper
Full-text available
A sample of 49 individuals participated to examine the third-person effects in violent video games. A self-report questionnaire was conducted to measure the perceived influence of participants regarding violent video games. Social distance and exposure concepts that try to explain third-person effect is analyzed to understand to what extent these c...

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