Korkut, Safak
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Meine Uhr hat verschiedene Gesichter
2015-01-13T00:00:00Z, Baumann, Nathalie, Korkut, Safak
Was bringt das Jahr 2015? Viele neue Smartwatch-Modelle, sagen die Marktforscher. "Das Internet der Dinge" boomt und eine intelligente Uhr ist ein "Ding", das Furore machen wird, da die Uhr bereits fest in unserem Alltag verankert ist. Wir wollten von Safak Korkut, Smartwatch-Träger der ersten Stunde und wissenschaftlicher Assistent am Institut für Wirtschaftsinformatik der Hochschule für Wirtschaft FHNW, wissen, was seine Uhr eigentlich auf dem Kasten hat und was uns im Smartwatch-Bereich künftig erwartet. Interview: Nathalie Baumann (die Autorin ist Historikerin und arbeitet am Institut für Wirtschaftsinformatik der Hochschule für Wirtschaft FHNW im Bereich Kommunikation)
Tourney How to Gamify Learning with Design and Technology (Work in Progress). University of Applied Sciences and Arts Northwestern Switzerland FHNW, Basel, Switzerland
2014-07-20T00:00:00Z, Korkut, Safak, Hil, Darjan, Dornberger, Rolf, Jäger, Janine
"Tourney" is the title of a digital learning game, which aims at increasing the learning outcome of students on various levels of their study programs. "Tourney" is being developed with an interdisciplinary approach, critically focused on creating a content independent game framework for a versatile application in the learning environment. This platform offers a well-designed, flexible and multifaceted tool kit of exemplary self-learning sequences that the lecturers and also students can enrich with their own structured content in order to create learning paths by choosing and arranging modular elements. Additionally, the tool allows monitoring students learning progress.
Success Factors of Online Learning Videos
2014-11-14T00:00:00Z, Diwanji, Prajakta, Puthur Simon, Bindu, Märki, Michael, Korkut, Safak, Dornberger, Rolf
Abstract Videos have emerged as a dominant medium for educational purposes in many Massive Open Online Course (MOOC) platforms. Online learning videos are visual components of the online learning platforms. They are particularly interesting for students who are visual learners and who learn best by watching the short format engaging videos rather than by just reading or listening to course materials. The paper focuses on the categorization of factors that are responsible for the success/popularity of online learning videos. The research is based on the literature review and video observations of the MOOC platforms, in particular of the Khan Academy and Coursera. In this paper, we propose a tabular and a spider graph as a condensed overview of categories that should commonly be utilized by the online learning video production to make them successful.
Tourney How to Gamify Learning with Design and Technology
2014, Korkut, Safak, Hil, Darjan, Dornberger, Rolf, Jäger, Janine
Tourney offers a well-designed, flexible and multifaceted tool kit of exem-plary self-learning sequences that the lecturers and also students can enrich with their own structured content in order to create learning paths by choosing and arranging modular elements.
Tourney How to Gamify Learning with Design and Technology
2014-10-10T00:00:00Z, Korkut, Safak, Hil, Darjan, Jäger, Janine, Dornberger, Rolf