Papers by Sevda Ceylan Dadakoğlu

This research aims to investigate the contribution of visual designing with artificial intelligen... more This research aims to investigate the contribution of visual designing with artificial intelligence in art lessons to cultural transmission. In order to realize this aim, qualitative research was conducted with 16 students studying in the 11th grade of a public school in Ankara. First of all, the students discovered programs that allow them to make visual designs with artificial intelligence. Then, they conducted a literature review on Aşık Veysel, an important personality of Turkish Folk Culture, who was included in the UNESCO commemoration and celebration program for the 50th anniversary of his death in 2023. In line with the information obtained, visual designs related to Aşık Veysel were created through text-based artificial intelligence programs that can make visual designs. When the literature research and visual designs with artificial intelligence were completed, a opinion form was held with the participating students. Based on the findings obtained from the opinion form, findings were obtained about the ease of producing visual designs with artificial intelligence and the difficulties caused by artificial intelligence, as well as the effectiveness of the theoretical research conducted. As a result of this research, it was observed that students gained knowledge about Aşık Veysel's life, personality, philosophy and art.

With the establishment of the Republic, innovation movements started in the field of art as in ev... more With the establishment of the Republic, innovation movements started in the field of art as in every field. Mustafa Kemal Atatürk, the founder of the Republic of Turkey, thought that the situation of a poor country emerging from the war could be developed through education and art, and in this direction, he prioritised and supported the development of Turkish Painting Art. In this research, the spirit of national struggle in the Atatürk portraits and paintings of Avni Arbaş, one of the pioneering painters of Contemporary Turkish Painting, who was raised by the young Turkey emerging from the years of difficult struggle, has been the subject of the research.Avni Arbaş was born in Istanbul in 1919 and lived in Anatolia for a while as the son of a soldier father who served alongside Atatürk in the Gallipoli War. He completed his high school and higher education in Istanbul. He died in 2003 at the age of 84 in Izmir.In 1937, he left Galatasaray High School to enter the middle part of the State Academy of Fine Arts, which is now Mimar Sinan Fine Arts University. He studied in the workshops of İbrahim Çallı and Leopold Levy. In 1946, he participated in the 'Travels Abroad' and went to Siirt. In 1951, the painter travelled to France and returned home in 1977. In his paintings, he depicted Atatürk and the spirit of national struggle with horse figures. The horses in his paintings have left a mark in the history of Contemporary Turkish Painting Art with their rebellious, warrior and enthusiastic expressions. Arbaş reflected expressionism in a poetic and enthusiastic style, not in a prescriptive manner. As a member of the Yeniler group, Arbaş did not favour an art detached from the public. Throughout his artistic life, he painted on the axis of nature and figure. He shaped his works depicting Atatürk by presenting scenes carrying the spirit of national struggle in his own language and understanding, far from the usual aesthetic moulds with his stainist understanding. In this study, document analysis, one of the qualitative research methods, was used. Books, articles, postgraduate theses, newspaper news, data taken from the internet and interviews with the artist were the sources of the research. The findings obtained by analysing the 'equestrian figures reflecting Atatürk and the spirit of national struggle' in the works of the artist were interpreted. With his works, he adhered to the historical and cultural texture of the Turkish society and brought works that can be an example of the historical, cultural and artistic heritage of our country to future generations as an archive within the history of the Republic.

International Journal of Contemporary Approaches in Education (IJCAE), 2024
The purpose of this study is to examine the effect of using manga in values education on the leve... more The purpose of this study is to examine the effect of using manga in values education on the level of knowledge, perception, and synthesis skills of high school students regarding root values. In the study, a quasi-experimental design with a pretest-posttest control group was used as one of the quantitative research designs. In order to achieve the specified purpose, a quasi-experimental design with a pretest-posttest control group was used among the quantitative research designs. Data were collected using researcher-developed rubrics and opinion forms. The study group consisted of a total of 60 students in the ninth and eleventh grades of a high school in a central city in Central Anatolia. Half of the students were assigned to the experimental group and half to the control group. Participants were selected through "convenience sampling". The data collected from the interview form were tabulated and presented, while the data obtained from the rubrics were statistically analyzed. According to the findings obtained; it was concluded that the root values in manga were perceived differently by the participants, all the root values were included in the original manga, and more than half of the participants found the manga sufficient in terms of all the root values, and the participants mostly stated that the manga was successful in conveying the root values. Therefore, it can be said that manga can be successful in teaching moral values. By evaluating the results, it is concluded that manga can be used as an alternative tool in values education and it is recommended to use it as a course tool in values education.

This research aims at revealing the effects of Second Life (SL) application used in virtual envir... more This research aims at revealing the effects of Second Life (SL) application used in virtual environment in art and design education of creativity. This research is a qualitative study conducted evaluating the results of a group of 16 students studying art and design at universities, for a period of 12 weeks. For SL, a 3D, online, multi-user virtual environment was chosen as the study area. The process of the research was evaluated by the researcher with a Structured Observation Form (SOF). Student designs were evaluated by four graduated artists/educators and researchers with a Rubric. The study group discovered SL during the application process. They made numerous trials, took risks and tried different solutions in SL. The design process that started with an avatar creation continued with 3D design, adding texture, colour, and script to objects and creating a notecard. According to the researcher's feedback based on SOF, the group is considered "Good" in the design process. According to the Rubric for creativity, applied by the experts is evaluated as "Accomplished." As for the rubric applied by the researcher, the group is evaluated "Good." Based on these results, it can be considered that the inclusion of SL in the art and design education curriculum will contribute to 21st century skills and develop imagination and creativity of students.

The purpose of this study is to examine the effect of using manga in values education on the leve... more The purpose of this study is to examine the effect of using manga in values education on the level of knowledge, perception, and synthesis skills of high school students regarding root values. In the study, a quasi-experimental design with a pretest-posttest control group was used as one of the quantitative research designs. In order to achieve the specified purpose, a quasi-experimental design with a pretest-posttest control group was used among the quantitative research designs. Data were collected using researcher-developed rubrics and opinion forms. The study group consisted of a total of 60 students in the ninth and eleventh grades of a high school in a central city in Central Anatolia. Half of the students were assigned to the experimental group and half to the control group. Participants were selected through "convenience sampling". The data collected from the interview form were tabulated and presented, while the data obtained from the rubrics were statistically analyzed. According to the findings obtained; it was concluded that the root values in manga were perceived differently by the participants, all the root values were included in the original manga, and more than half of the participants found the manga sufficient in terms of all the root values, and the participants mostly stated that the manga was successful in conveying the root values. Therefore, it can be said that manga can be successful in teaching moral values. By evaluating the results, it is concluded that manga can be used as an alternative tool in values education and it is recommended to use it as a course tool in values education.

Yaşadıkça Eğitim
This study aims to determine the value hierarchies of Z-generation students. The research was car... more This study aims to determine the value hierarchies of Z-generation students. The research was carried out in Ankara in November and December of 2021. The Rokeach Values Inventory was used to reveal the value rankings of the students, and 985 students studying at a public high school were reached within the scope of the research. The research was carried out using the cross-sectional survey model, one of the quantitative research methods. Obtained data were analyzed with the Mann-Whitney U test and Kruskal-Wallis H test. According to the analysis results, it was seen that the "Z" generation attaches the most importance to freedom, family security, afterlife security, happiness, and comfortable life, among the terminal values. It was observed that students preferred to be independent, honest, logical, courageous, and intellectual the most, respectively, among instrumental values.

Yaşadıkça Eğitim
This study aims to determine the value hierarchies of Z-generation students. The research was car... more This study aims to determine the value hierarchies of Z-generation students. The research was carried out in Ankara in November and December of 2021. The Rokeach Values Inventory was used to reveal the value rankings of the students, and 985 students studying at a public high school were reached within the scope of the research. The research was carried out using the cross-sectional survey model, one of the quantitative research methods. Obtained data were analyzed with the Mann-Whitney U test and Kruskal-Wallis H test. According to the analysis results, it was seen that the "Z" generation attaches the most importance to freedom, family security, afterlife security, happiness, and comfortable life, among the terminal values. It was observed that students preferred to be independent, honest, logical, courageous, and intellectual the most, respectively, among instrumental values.

Journal of Individual Differences in Education, 2022
This study aims to determine secondary school students' opinions about root values in manga and a... more This study aims to determine secondary school students' opinions about root values in manga and anime. The case study design, one of the qualitative research designs, was used to achieve this aim. The research study group comprises 13 students, eight males and five females, studying in the 12th grade of a secondary school in Ankara. Participants were selected according to the "similar sampling method. A questionnaire and focus group interview form were used as data collection tools. The data collected from the questionnaire were presented in tabular form and analyzed descriptively on percentages and frequencies. The qualitative data obtained from the interview form were analyzed using the content analysis technique. Regarding the first research question, it was seen that all of the students participating in the study knew manga or anime. Most of the participants have watched anime or read manga at least once. In this sense, it can be said that all participants know this subject. According to the research findings, it was stated that the root values are frequently emphasized in manga and anime. When the findings are evaluated, it is thought that manga and anime can be used as alternative tools in values education.

International Journal of Innovative Approaches in Education, 2022
The unstoppable progress of technology affects all aspects of our lives, including education. Tod... more The unstoppable progress of technology affects all aspects of our lives, including education. Today, researchers are looking to include digital applications and virtual environments in education and instruction processes. This research concerns using digital tools called mobile design applications in visual arts education courses. This research aims to reveal the effect of mobile design applications in the visual arts education course on the creativity of secondary school students. Data were collected through Creativity Level Analytical Rubric (CLAR), which the researchers developed. The study sample consisted of 38 students studying in the 11th grade of a public school in Ankara and was selected randomly. The study lasted 14 weeks. The designs made by the participants using mobile design applications were evaluated using CLAR by three experts who had at least Ph.D. education in the field of visual arts. Obtained scores were interpreted, and as a result, it was concluded that mobile design applications positively affect the participants' creativity.

Inonu University Journal of theGraduate School of Education, 2021
Purpose: Creativity and technology are essential components of education and the future around th... more Purpose: Creativity and technology are essential components of education and the future around the world. Developing students' creative thinking skills and their relationship with technology is among the main objectives of both 21st century skills and education. This study, which is based on the relationship between digital technologies and artistic creativity, aims to develop an analytical rubric to evaluate 11th grade students' artistic creativity that emerges with their use of mobile design applications. Design & Methodology: This research is a descriptive research aiming to develop an analytical rubric with high validity, reliability and usefulness to evaluate the effect of mobile design applications on artistic creativity. Findings: There are five criteria in the analytical rubric developed to evaluate the effect of mobile design applications on artistic creativity. Expert opinion was sought in determining the content validity of the developed analytical rubric, and principal component analysis was used in determining the construct validity. In classical test theory, Cronbach's alpha coefficient was calculated for internal consistency, and Kendall's coefficient of concordance (W) was calculated for inter-rater reliability, and in generalizability (G) theory, G and Phi coefficients were calculated. Fully crossed design was preferred in G theory analyzes. The findings obtained show that the developed analytical rubric gives reliable results in evaluating the artistic creativity of the students. Implications & Suggestions: An analytical rubric was developed to evaluate the 11th grade students' artistic creativity that emerge through the designs made with mobile design applications and the validity and reliability proofs of the rubric were revealed. As a result of the analysis, it was concluded that the developed Creativity Level Analytical Rubric (CLAR) is a reliable and valid measurement tool. It is recommended to increase the number of studies to develop tools that can evaluate artistic creativity and the relationship between creativity and technology at all levels of education

Journal of Individual Differences in Education, 2022
This study aims to determine secondary school students' opinions about
root values in manga and ... more This study aims to determine secondary school students' opinions about
root values in manga and anime. The case study design, one of the
qualitative research designs, was used to achieve this aim. The research
study group comprises 13 students, eight males and five females, studying
in the 12th grade of a secondary school in Ankara. Participants were
selected according to the "similar sampling method. A questionnaire and
focus group interview form were used as data collection tools. The data
collected from the questionnaire were presented in tabular form and
analyzed descriptively on percentages and frequencies. The qualitative
data obtained from the interview form were analyzed using the content
analysis technique. Regarding the first research question, it was seen that
all of the students participating in the study knew manga or anime. Most
of the participants have watched anime or read manga at least once. In this
sense, it can be said that all participants know this subject. According to
the research findings, it was stated that the root values are frequently
emphasized in manga and anime. When the findings are evaluated, it is
thought that manga and anime can be used as alternative tools in values
education.

The impact of virtual environment on creativity in art and design education (Second Life example)
Bu araştırmanın amacı, sanat ve tasarım eğitiminde sanal ortamda kullanılan Second Life uygulamas... more Bu araştırmanın amacı, sanat ve tasarım eğitiminde sanal ortamda kullanılan Second Life uygulamasının yaratıcılığa etkilerini ortaya çıkarmaktır. Bu araştırmada, nitel ve nicel araştırma yöntemlerinin bir arada kullanıldığı Karma Araştırma Yöntemi' uygulanmıştır. Araştırmada kullanılan Çeşitleme deseninde nitel ve nicel veriler ayrı ayrı analiz edilmiş ancak birlikte raporlaştırılmıştır. Araştırma deseninin nicel boyutunu Dereceli Puanlama Anahtarları ve yarı deneysel desenlerden Tek gruplu Ön test Son test Desen ve nicel gözlem formu ile elde edilen veri ve bulgular oluşturmuştur. Veri kaynaklarında çeşitleme görüşme, gözlem ve doküman analizi gibi farklı yöntemlerle elde edilen veriler birbirlerini teyit etme amacıyla kullanılmıştır. Bu araştırmanın çalışma grubu 16 öğrenciden oluşmuştur. Bu araştırmada Amaçlı Örnekleme Yöntemleri kullanılmıştır. Araştırmanın sonucunda; 1- Second Life yöntemini uygulamanın katılımcı öğrencilerin sanal dünyalar ile ilgili bilgi düzeylerinde art...

The Turkish Online Journal of Distance Education, Mar 30, 2022
This article tried to determine the students' opininons related to the use of Second Life (SL) ap... more This article tried to determine the students' opininons related to the use of Second Life (SL) application in higher education art and design education. In this case study conducted with 17 students selected via typical case sampling, the SL virtual platform was used as a research area. Data collection tools were included document analysis, self-peer-process assessment, focus groups. Research data were analyzed with content analysis. Participants stated that the use of SL application in art and design education provides support for analysis of 3D programs, virtual exhibition opportunities and simple 3D modeling. Internet speed, slowness of computers, technical and build problems were the common difficulties experienced by the participants. Consequently, the participants' application skills, 3D thinking skills, design skills and creativity during the practise of the SL application improved. Despite some technical difficulties in understanding SL, it is thought that SL is a suitable environment for art and design education. Also, due to the Covid-19 pandemic, most of the education activities, are conducted on virtual environments. Therefore, it is thought that SL will contribute to distance education by online learning.

The unstoppable progress of technology affects all aspects of our lives, including education. Tod... more The unstoppable progress of technology affects all aspects of our lives, including education. Today, researchers are looking to include digital applications and virtual environments in education and instruction processes. This research concerns using digital tools called mobile design applications in visual arts education courses. This research aims to reveal the effect of mobile design applications in the visual arts education course on the creativity of secondary school students. Data were collected through Creativity Level Analytical Rubric (CLAR), which the researchers developed. The study sample consisted of 38 students studying in the 11th grade of a public school in Ankara and was selected randomly. The study lasted 14 weeks. The designs made by the participants using mobile design applications were evaluated using CLAR by three experts who had at least Ph.D. education in the field of visual arts. Obtained scores were interpreted, and as a result, it was concluded that mobile design applications positively affect the participants' creativity.
Contribution of Mobile Design Applications to Creativity in Visual Arts Education
International Journal of Innovative Approaches in Education

İnönü Üniversitesi Eğitim Bilimleri Enstitüsü Dergisi, 2021
Creativity and technology are essential components of education and the future around the world. ... more Creativity and technology are essential components of education and the future around the world. Developing students' creative thinking skills and their relationship with technology is among the main objectives of both 21st century skills and education. This study, which is based on the relationship between digital technologies and artistic creativity, aims to develop an analytical rubric to evaluate 11th grade students' artistic creativity that emerges with their use of mobile design applications. Design & Methodology: This research is a descriptive research aiming to develop an analytical rubric with high validity, reliability and usefulness to evaluate the effect of mobile design applications on artistic creativity. Findings: There are five criteria in the analytical rubric developed to evaluate the effect of mobile design applications on artistic creativity. Expert opinion was sought in determining the content validity of the developed analytical rubric, and principal component analysis was used in determining the construct validity. In classical test theory, Cronbach's alpha coefficient was calculated for internal consistency, and Kendall's coefficient of concordance (W) was calculated for inter-rater reliability, and in generalizability (G) theory, G and Phi coefficients were calculated. Fully crossed design was preferred in G theory analyzes. The findings obtained show that the developed analytical rubric gives reliable results in evaluating the artistic creativity of the students. Implications & Suggestions: An analytical rubric was developed to evaluate the 11th grade students' artistic creativity that emerge through the designs made with mobile design applications and the validity and reliability proofs of the rubric were revealed. As a result of the analysis, it was concluded that the developed Creativity Level Analytical Rubric (CLAR) is a reliable and valid measurement tool. It is recommended to increase the number of studies to develop tools that can evaluate artistic creativity and the relationship between creativity and technology at all levels of education

Journal of Human Sciences, 2020
Depending on the rapid development of technology, many environments, tools and methods are being ... more Depending on the rapid development of technology, many environments, tools and methods are being developed in the field of education and training. These innovations include education in virtual worlds and three-dimensional education technologies that we have encountered frequently in recent years. With the improvement of three-dimensional education technologies, it is known that learning is used in "3D virtual worlds". Accordingly, it is mentioned that virtual environments are used in all levels of education, learning and teaching process.In this study, the virtual world of Second Life, which is a three-dimensional online life simulation and can be defined as an alternative teaching environment, was examined. The aim of this article; Introducing Second Life, a virtual environment that can be used in art and design education, to provide a theoretical perspective, to contribute to researchers and teachers who want to use 3D virtual worlds for educational purposes and to crea...

The Journal of Social Sciences, 2020
Dijital teknoloji bilim, sanat, kültür, ekonomi gibi alanlarla beraber hayatın hemen hemen tüm yö... more Dijital teknoloji bilim, sanat, kültür, ekonomi gibi alanlarla beraber hayatın hemen hemen tüm yönlerini etkilemekte ve şekillendirmektedir. Dijital teknolojiler, yeni ifade yolları ve yeni biçim arayışlarına cevap vererek araç olmanın ötesine geçmiş ve artık bir kültür haline gelmiştir. Dijitalleşmenin açtığı pencere ile öğrenciler aynı anda farklı birçok mekânda var olabilme, istediği bilgiye hemen ulaşabilme ve ulaştığı bilgileri birçok kişiye transfer edebilme, görüntüleri kopyalayabilme, çoğaltabilme, depolayabilme, görüntülerin üzerinde değişiklik yapabilme gibi olanaklardan yararlanabilmektedir. Dolayısıyla dijital dünyaya hızlı, kolay ve ucuz erişim, eğitim sistemi içerisinde de yeni olanakların yakalanmasını sağlamıştır. Bu olanaklardan bir tanesi de görsel sanatlar eğitiminde geleneksel olarak kullanılan araç ve gereçlerin çeşitlenmesi ile ilgilidir. Görsel sanatlar eğitimi konularının dijital/mobil uygulamalar aracılığıyla işlenmesi bu çeşitliliğin bir sonucu olarak düşünülmektedir. Nitel araştırma yöntemi ile yürütülen bu çalışmada, ortaöğretim öğrencilerinin mobil tasarım uygulamaları kullanarak tasarım yapma konusuna bakış açıları irdelenmiştir.

This article tried to determine the students' opininons related to the use of Second Life (SL) ap... more This article tried to determine the students' opininons related to the use of Second Life (SL) application in higher education art and design education. In this case study conducted with 17 students selected via typical case sampling, the SL virtual platform was used as a research area. Data collection tools were included document analysis, self-peer-process assessment, focus groups. Research data were analyzed with content analysis. Participants stated that the use of SL application in art and design education provides support for analysis of 3D programs, virtual exhibition opportunities and simple 3D modeling. Internet speed, slowness of computers, technical and build problems were the common difficulties experienced by the participants. Consequently, the participants' application skills, 3D thinking skills, design skills and creativity during the practise of the SL application improved. Despite some technical difficulties in understanding SL, it is thought that SL is a suitable environment for art and design education. Also, due to the Covid-19 pandemic, most of the education activities, are conducted on virtual environments. Therefore, it is thought that SL will contribute to distance education by online learning.

Depending on the rapid development of technology, many environments, tools and methods are being ... more Depending on the rapid development of technology, many environments, tools and methods are being developed in the field of education and training. These innovations include education in virtual worlds and threedimensional education technologies that we have encountered frequently in recent years. With the improvement of three-dimensional education technologies, it is known that learning is used in "3D virtual worlds". Accordingly, it is mentioned that virtual environments are used in all levels of education, learning and teaching process.In this study, the virtual world of Second Life, which is a three-dimensional online life simulation and can be defined as an alternative teaching environment, was examined. The aim of this article; Introducing Second Life, a virtual environment that can be used in art and design education, to provide a theoretical perspective, to contribute to researchers and teachers who want to use 3D virtual worlds for educational purposes and to create a theoretical basis for the researches in this environment.Therefore, first of all, 3D virtual worlds are examined from a general perspective. Then, the Second Life application from 3D virtual environments was examined in detail and 1 Ph.D.,
Uploads
Papers by Sevda Ceylan Dadakoğlu
root values in manga and anime. The case study design, one of the
qualitative research designs, was used to achieve this aim. The research
study group comprises 13 students, eight males and five females, studying
in the 12th grade of a secondary school in Ankara. Participants were
selected according to the "similar sampling method. A questionnaire and
focus group interview form were used as data collection tools. The data
collected from the questionnaire were presented in tabular form and
analyzed descriptively on percentages and frequencies. The qualitative
data obtained from the interview form were analyzed using the content
analysis technique. Regarding the first research question, it was seen that
all of the students participating in the study knew manga or anime. Most
of the participants have watched anime or read manga at least once. In this
sense, it can be said that all participants know this subject. According to
the research findings, it was stated that the root values are frequently
emphasized in manga and anime. When the findings are evaluated, it is
thought that manga and anime can be used as alternative tools in values
education.