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Now showing 1 - 6 of 6
  • Article
    Demographic Features of Turkish Literature Audiences and Applied Analysis of the Factors Affecting Their Reading Preferences
    (American-Eurasian Network for Scientific Information, 2014) Poyraz,Y.; Korkmaz,M.; Yücel,A.S.; Aras,G.; Çelebi,N.
    The purpose of this study is to determine factors affecting reading preferences in parallel with the demographic features of Turkish literature audiences. The study lasted approximately for 7 months. (N=650) individuals attended the study in total. The universe of the study is Turkey while the sample of the study is composed of 8 different provinces. These provinces are Istanbul, Ankara, Izmir, Bursa, Kocaeli, Sakarya, Trabzon and Gaziantep. A questionnaire form whose reliability and validity had been ensured before and which was composed of 5 point Likert scale was used in the study. The questionnaire form was reformed in accordance with the topic of the study, it was subjected to validity and reliability test and it was carried into main practice through taking views of experts. Data acquired from the results of main practice was analyzed by using SPSS 18.0 packet program and the value of 0.924 was acquired as Cronbach’s Alpha co-efficient. This value indicates that the measuring tool used in this study is quite reliable. The questionnaire is composed of two sections. In the first section, there are questions with regard to determine demographic features of the participants while in the second section, there are scaled questions composed of 120 items. 0.05 of significance level was taken into account among variables in terms of relations and differences. Methods such as different statistics anova, factor and hypothesis tests were applied in the analysis. Moreover, 4 different literary works were mentioned in the study so as to determine attitudes and behaviors of the participants towards literary works. Opinions of the participants were demanded about novels such as Intibah (Rebirth), Araba Sevdasi (Ambition for Car), Mai ve Siyah (Blue and Black) and Çalikusu (The Wren). At the end of the study, it was found out that the participants followed academic publications more frequently, the use of computer and internet had an effect on reading e-book and up-to-date books were read more than those books written in a foreign or ancient language (Ottoman Turkish). Furthermore, it was determined that education and age variables of the participants had an effect on reading habits while gender, age and education variables had an effect in some reading factors. © 2014 AENSI Publisher All rights reserved.
  • Article
    Citation - Scopus: 17
    Exporting by Migrants and Indigenous Entrepreneurs: Contingent on Gender and Education
    (Inderscience Publishers, 2016) Ashourizadeh,S.; Schøtt,T.; Şengüler,E.P.; Wang,Y.
    Migrants may become entrepreneurs in their host countries. They may utilise their dual embeddedness in both the home country and the host country, and also use transnational links to gain a competitive advantage in exporting compared to indigenous entrepreneurs. Migrant entrepreneurs' advantage may, however, be contingent on attributes such as gender and education, especially among the first generation of migrants, in that being male and educated is more advantageous for migrants than for indigenous entrepreneurs. A representative sample of 50,371 entrepreneurs establishing or operating enterprises around the world was surveyed in the Global Entrepreneurship Monitor, which reports on migration and exporting. Hierarchical linear modelling shows that migrant entrepreneurs export more than indigenous entrepreneurs, especially in the first generation, and especially among educated and male migrants. These findings can be generalised to migrant and indigenous entrepreneurs worldwide to enhance knowledge about the entrepreneurial benefits of migration, albeit contingent on gender and education. Copyright © 2016 Inderscience Enterprises Ltd.
  • Conference Object
    Citation - Scopus: 2
    Personality Type Indicator Models in Serious Games: a Case Study in a Surgical Navigation Game
    (Institute of Electrical and Electronics Engineers Inc., 2015) Menekse,G.G.; Cagiltay,N.E.; Ozcelik,E.
    Serious games are a popular concept in both the research and commercial areas. It is agreed that the concept refers to the use of computer games without the main purpose of pure entertainment. In addition to being entertaining, they have some additional educational or training objectives as well. Serious games are used in different areas such as military, government, educational, corporate, and healthcare. However, according to their individual differences, it is not always possible to provide such an educational environment that fits expectations and preferences of all audience. Hence, personalization is becoming an essential issue in serious game environments, which focus on a human-centered paradigm aiming to provide adaptive and personalized services to the users according to the context. However, how such a personalization should be affectively implemented in the design of serious games is a challenge. This study aims to better understand the affect of personality types on game play. For this purpose, a game-based simulation environment which also records all details of the player during the performance of several tasks in the game play was used. Twenty nine students were asked to play the simulation game. Additionally, their personality types were collected based on the theory of psychological types by Carl Jung, the Myers-Briggs Type Indicator (MBTI) which measures personality preferences as defined by Four Dichotomous pairs of mental functions or attitudes. The correlation between these personality types and individual performance measures of players during the game play was analyzed. However no significant correlation between game parameters and the players' personality types has been recorded. This may be because of the limited number of participants that need to be examined in the future studies. © 2015 IEEE.
  • Article
    Citation - WoS: 16
    Citation - Scopus: 18
    Left Behind: Intergenerational Transmission of Human Capital in the Midst of Hiv/Aids
    (Springer, 2013) Akbulut-Yuksel, Mevlude; Turan, Belgi
    This paper provides evidence on how adverse health conditions affect the transfer of human capital from one generation to the next. We explore the differential exposure to HIV/AIDS epidemic in sub-Saharan Africa as a substantial health shock to both household and community environment. We utilize the recent rounds of the Demographic and Health Surveys for 11 countries in sub-Saharan Africa. First, we find that an additional year of maternal education leads to a 0.37-year increase in children's years of schooling in the developing economies in sub-Saharan Africa. Second, our results show that mother's HIV status has substantial detrimental effects on inheritability of human capital. We find that the association between infected mothers' and their children's human capital is 30 % less than the general population. Finally, focusing only on noninfected mothers and their children, we show that HIV prevalence in the community also impairs the intergenerational human capital transfers even if mother is HIV negative. The findings of this paper are particularly distressing for these already poor, HIV-torn countries as in the future they will have even lower overall level of human capital due to the epidemic.
  • Conference Object
    Citation - WoS: 1
    Personality Type Indicator Models in Serious Games: a Case Study in a Surgical Navigation Game
    (Ieee, 2015) Menekse, G. G.; Cagiltay, N. E.; Ozcelik, E.
    Serious games are a popular concept in both the research and commercial areas. It is agreed that the concept refers to the use of computer games without the main purpose of pure entertainment. In addition to being entertaining, they have some additional educational or training objectives as well. Serious games are used in different areas such as military, government, educational, corporate, and healthcare. However, according to their individual differences, it is not always possible to provide such an educational environment that fits expectations and preferences of all audience. Hence, personalization is becoming an essential issue in serious game environments, which focus on a human-centered paradigm aiming to provide adaptive and personalized services to the users according to the context. However, how such a personalization should be affectively implemented in the design of serious games is a challenge. This study aims to better understand the affect of personality types on game play. For this purpose, a game-based simulation environment which also records all details of the player during the performance of several tasks in the game play was used. Twenty nine students were asked to play the simulation game. Additionally, their personality types were collected based on the theory of psychological types by Carl Jung, the Myers-Briggs Type Indicator (MBTI) which measures personality preferences as defined by Four Dichotomous pairs of mental functions or attitudes. The correlation between these personality types and individual performance measures of players during the game play was analyzed. However no significant correlation between game parameters and the players' personality types has been recorded. This may be because of the limited number of participants that need to be examined in the future studies.
  • Article
    Education With Experience: Assessment of a Co-Op Model in Undergraduate Engineering Programs in Computing
    (Ieee Computer Soc, 2023) Nazlioglu, Selma; Turhan, Cigdem; Yazici, Ali
    A major concern among graduates of computing departments is the discrepancy between the expectations of software companies and the competencies provided by the academic departments. This ongoing problem makes co-op education inevitable, as it combines industrial experience with traditional education.