Korkut, Safak

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Korkut
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Safak
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Korkut, Safak

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Gerade angezeigt 1 - 10 von 11
  • Publikation
    Introducing case study audio podcasts in business and information systems studies
    (2023) Jäger, Janine; Korkut, Safak; Inglese, Terry; Schmiedel, Theresa [in: EDULEARN23. Conference proceedings. 15th International Conference on Education and New Learning Technologies, Palma (Spain), 3rd-5th of July, 2023]
    The paper presents a project of the School of Business of the University of Applied Sciences and Arts Northwestern Switzerland in which the project team is developing case study podcasts together with Swiss-based technology startups to apply them in case-based teaching in Business and Information Systems study programs. The goal of the project is to facilitate students' access to case study contexts by allowing them to listen to podcasts for self-study and develop solutions for practice-oriented business and technology challenges in the classroom and guided group work. This provides an engaging blended learning approach for the students through increased motivation to consume the learning material as well as a deeper connection to the study material, compared to the more commonly applied text-based case studies. This can enable much more productive classroom discussions and group work and could therefore provide improved learning outcomes, such as increased reflection, critical thinking, as well as analytical and problem-solving skills. The paper enriches the blended learning debate with details about the case study podcast production from a content-related, technological and didactical perspective as well as provides insights into the planned evaluation of the application of case study podcasts with regard to learning outcomes.
    04B - Beitrag Konferenzschrift
  • Publikation
    Innovation potential for human computer interaction domains in the digital enterprise
    (Springer, 2018) Jüngling, Stephan; Lutz, Jonas; Korkut, Safak; Jäger, Janine; Dornberger, Rolf [in: Business information systems and Technology 4.0. New trends in the age of digital change]
    This chapter summarizes a historic overview of some iconic examples of human computer interaction devices and focuses on a human computer interaction paradigm which is based more on human language. Human language is by far the most utilized means of conscious communication between humans whereas the mouse and keyboard are the dominant means to store and process information in computers. This chapter elaborates on the main challenges related to human language, as well as on ideas showing how human language, written or spoken, is embedded in different application scenarios. Built on this premise this chapter presents ideas for today’s digitalized enterprises, which seem to disregard the fact that the latest technological advancements enable different ways of interacting with computerized systems, and that current interaction methods are bound to constraints of half a century ago. Given today’s computational power, the engineers of former decades would not have had to invent intermediary interaction devices such as the mouse, if direct manipulation with touch screen or natural language processing had been possible. The possibilities for modern enterprises to overcome the restrictions of interaction devices from the past are considered.
    04A - Beitrag Sammelband
  • Publikation
    Prototype-based research on immersive virtual reality and on self-replicating robots
    (Springer, 2018) Dornberger, Rolf; Korkut, Safak; Lutz, Jonas; Berga, Janina; Jäger, Janine; Dornberger, Rolf [in: Business information systems and technology 4.0. New trends in the age of digital change]
    This chapter presents our recent research in the field of virtual reality (VR) and self-replicating robots. The unifying approach lies in the research philosophy of using consumer market gadgets, mostly developed for the gaming and entertainment business, in order to design and implement research prototypes. With the prototypes, our research aims to better understand real-world problems and derive practice-oriented solutions for them. In the field of VR, these prototypes are dedicated to identifying new business-relevant use cases in order to provide an additional benefit for business and society. A wide range of examples, such as claustrophobia treatment, financial data analysis, gesture control and voice navigation are discussed. In the field of robotics, the idea of self-replicating robots governs particular research questions. Here, the focus is on using model prototypes enriched with artificial intelligence for indoor navigation, computer vision and machine learning. Finally, the prototype-based research approach using gadgets to produce results is discussed.
    04A - Beitrag Sammelband
  • Publikation
    BioTourney: Gamifying a Biology Class by Applying a Content-Independent Learning Game Framework
    (06.10.2016) Korkut, Safak; Jäger, Janine; Dornberger, Rolf
    06 - Präsentation
  • Publikation
    Innovative learning design: experiences from gadget workshops in business informatics classes
    (06/2016) Jäger, Janine; Korkut, Safak; Dornberger, Rolf
    06 - Präsentation
  • Publikation
    Gamification and Data - Learning Process Visualization
    (10/2015) Jäger, Janine; Korkut, Safak; Hil, Darjan; Dornberger, Rolf [in: 9th European Conference on Games Based Learning (ECGBL 2015), 8th-9th Ocober, 2015, Norway]
    04 - Beitrag Sammelband oder Konferenzschrift
  • Publikation
    Tourney How to Gamify Learning with Design and Technology
    (10.10.2014) Korkut, Safak; Hil, Darjan; Jäger, Janine; Dornberger, Rolf
    06 - Präsentation
  • Publikation
    Tourney How to Gamify Learning with Design and Technology (Work in Progress). University of Applied Sciences and Arts Northwestern Switzerland FHNW, Basel, Switzerland
    (20.07.2014) 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.
    05 - Forschungs- oder Arbeitsbericht
  • Publikation
    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.
    05 - Forschungs- oder Arbeitsbericht