Mobina Beheshti

Dr. Mobina Beheshti

orcid

Research Focus & Metrics

Academic Career Length

13Years (2014-Present)

(Calculated once Scilit publication data is synced: current year − year of first publication + 1)

Representative Publications

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20 October 2019 in Interactive Learning Environments
Verified
Journal Article
Closed access
HBHuseyin Bicen
Huseyin Bicen
MBMobina Beheshti
Mobina Beheshti
Today, technologies are utilized extensively to support the process of learning according to learner needs. Hence, the advances in technology and ideology have prompted new directions in the second language (L2) instructional practices. This study is carried out in regard to the usage of infographics in a flipped classroom learning environment called “Flipped Classroom Instructional Infographics”. The goal of the research is to assess the perceptions and evaluate the achievements of ESL students in learning English language through flipped classroom instructional infographics. The study is designed as a case study and uses a mixed research method (quantitative and qualitative) in order to obtain the result in a more consistent manner. The data are gathered from 130 students by means of a questionnaire and a focus group interview is conducted to explore the “students' perceptions of infographics”, “students' perceptions of the FCII learning environment” and “students' academic achievements level”. The findings of the study indicate that students' motivations in the experimental group compared to the control group are more triggered by the engaging and comprehensive nature of flipped classroom instructional infographics, meaning that they could absorb the concepts easier, memorize the information faster, and become more confident in the educational process.

1 January 2017
Verified
Journal Article
Closed access
ATAta Taspolat
Ata Taspolat
OKOmer Sami Kaya
Omer Sami Kaya
HSHamza Fatih Sapanca
Hamza Fatih Sapanca
MBMobina Beheshti
Mobina Beheshti
FOFezile Ozdamli
Fezile Ozdamli

31 December 2023 in Sustainability
Verified
Journal Article
Open access
PDF file
MBMobina Beheshti
Mobina Beheshti
EKEunice Yujin Kang
Eunice Yujin Kang
SYShulong Yan
Shulong Yan
ELEmanuel Louime
Emanuel Louime
CHCaitlyn Hancock
Caitlyn Hancock
AHAvneet Hira
Avneet Hira
This study reports on the use of augmented reality (AR) within the context of sustainable engineering design education. The objective of this study is to understand students’ collaboration and negotiation practices in a sustainable engineering design context using AR. The technology used in this study includes MERGE Cube (a physical cube that acts as a digital canvas for AR) and CoSpaces Edu (an online platform for students to build 3D creations and animate them with code). There have been 48 instances of student participation from upper elementary to middle school in four iterations of this study since February 2022. The research was conducted based on a design-based research methodology, and the data was collected through qualitative methods and analyzed using the intra-action analysis method. This study’s outcome revealed that interactions among participant dyads and with the technology shed light on distinct dynamics within collaborative sustainability-oriented learning and design processes. These diverse interactions collectively emphasize the multifaceted nature of collaborative design, where individual experiences, communication styles, and technological proficiency all play integral roles in shaping the collaborative process. In addition, the results of our research showed that the complexities inherent in negotiating ownership and collaboration dynamics are influenced by individual attitudes, timing of involvement, and previous experiences. Given the importance of collaboration in achieving sustainability-oriented goals, these findings are relevant to the field of sustainable engineering education, especially when working with younger children.

6 August 2024 in Sustainability
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Journal Article
Open access
PDF file
MBMobina Beheshti
Mobina Beheshti
SSSheikh Ahmad Shah
Sheikh Ahmad Shah
HZHelen Zhang
Helen Zhang
MBMichael Barnett
Michael Barnett
AHAvneet Hira
Avneet Hira
The need for sustainability-oriented K–12 engineering education that expands beyond the classroom and the increased accessibility of educational technologies create an opportunity for examining the affordances of educational technologies in low-stakes informal engineering education settings. In this paper, we share our experiences of using novel technologies to develop sustainability-oriented mental models in K–12 informal engineering education. Through the use of technologies including Augmented Reality (AR), Virtual Reality (VR), Minecraft video games, Tinkercad (browser-based application for computer-aided design (CAD)), and physical computing, we have designed and tested approaches to introduce students to engineering design and engineering habits of mind with an overarching theme of developing sustainability-oriented mental models among K–12 youth in informal engineering education spaces. In this paper, we share our approaches, and lessons learned, and outline directions for future research.

1 October 2017 in Turkish Online Journal of Design Art and Communication
Verified
Journal Article
Closed access
Huseyin UzunboyluHuseyin Uzunboylu
Huseyin Uzunboylu
NENear East University Faculty of Education
Near East University Faculty of Education
MBMobina Beheshti
Mobina Beheshti

10 July 2023
Verified
Book Chapter
Closed access
PDF file
SRSima Rahimizhian
Sima Rahimizhian
FSFarzad Safaeimanesh
Farzad Safaeimanesh
MBMobina Beheshti
Mobina Beheshti
OAOlayinka Afolabi
Olayinka Afolabi
In the hospitality industry, the emerging virtual reality (VR) technology is increasingly aligned with various opportunities. Although VR as a marketing tool has the potential to transport consumers to virtually experience a hotel or tourist destination, few studies have been conducted on the factors that convince customers to make an online purchase or booking using VR experience. To this end, this study investigates whether the perceived VR presence (PVP) and the decision comfort (DC) of users positively affect their purchase intentions for online hotel bookings by applying the stimulus-organism-response theory. The results of this research imply that the sense of presence in the VR experience aided by head-mounted display has a positive and significant impact on online purchase intention towards the hotel highlighted in the virtual experience. PVP also has a positive influence on DC. VR is an opportunity for immersive marketing that provides value through personalised content and shapes marketing strategies to deliver more engaging experiences for consumers. The theoretical and managerial implications, as well as recommendations for future research, are further discussed.