Tarık Talan

Dr. Tarık Talan

orcid

Research Focus & Metrics

Academic Career Length

10Years (2017-Present)

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

Representative Publications

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30 June 2023 in Uluslararası Yönetim Bilişim Sistemleri ve Bilgisayar Bilimleri Dergisi
Verified
Journal Article
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TTTarık Talan
Tarık Talan
YKYusuf Kalinkara
Yusuf Kalinkara
The extensive research conducted over a prolonged period of time has resulted in the rapid advancement of artificial intelligence (AI) technology, leading to the development of numerous applications. One such recent AI application is ChatGPT, an AI chatbot that has gained millions of users in a short span of time, and can read and write texts. The aim of this study is to compare the performance of ChatGPT in an anatomy course with that of undergraduate students. The participants were students from the Faculty of Health Sciences at a state university in Turkey, who had previously taken an anatomy course. The examination was in the form of a multiple-choice test consisting of 40 items. It was found that ChatGPT outperformed the students in the examination.

24 July 2021 in International Journal of Research in Education and Science
Verified
Journal Article
Open access
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TTTarık Talan
Tarık Talan
The aim of this study is to examine the studies in the literature on the use of artificial intelligence in education in terms of its bibliometric properties. The Web of Science (WoS) database was used to collect the data. Various keywords were used to search the literature, and a total of 2,686 publications on the subject published between 2001-2021 were found. The inquiry revealed that most of the studies were carried out in the USA. According to the results, it was seen that the most frequently published journals were Computers & Education and International Journal of Emerging Technologies in Learning. The study showed that the institutions of the authors were in the first place as Carnegie Mellon University, University of Memphis and Arizona State University as the most productive organizations due to the number of their publications, while Vanlehn, K. and Chen, C. –M. were the most effective and productive researchers. As a result of the analysis, it was determined that the co-authorship network structure was predominantly USA, Taiwan and United Kingdom. In addition, when the keywords mentioned together were mapped, it was seen that the words artificial intelligence, intelligent tutoring systems, machine learning, deep learning and higher education were used more frequently.

25 August 2017 in Active Learning in Higher Education
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Journal Article
Closed access
MDMuhammet Demirbilek
Muhammet Demirbilek
TTTarık Talan
Tarık Talan
The purpose of this study is to investigate whether off-task multitasking activities with mobile technologies, specifically social networking sites and short messaging services, used during real-time lectures have an effect on grade performance in higher education students. Two experimental groups and one control group were used in this research. While participants in experimental groups 1 and 2 were allowed to navigate Facebook and to exchange short messaging service messages via mobile phones during real time in class lecturing, the control group participants were allowed to take notes using only pen and paper in the same lecturing conditions during three consecutive experimental sessions. The results showed that when students were given the opportunity of non-lecture-related multitasking using mobile phones writing/sending short messaging services and looking at Facebook profiles/reading news feed/looking at shared multimedia/reading wall messages during the lecture, their grade performance was hindered compared to traditional pen and paper note-taking. Engaging in social media use while trying to follow instruction may reduce learners’ capacity for cognitive processing causing poor academic performance.

28 January 2020 in Educational Sciences: Theory & Practice
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Journal Article
Closed access
TTTarık Talan
Tarık Talan
The importance of mobile technologies in the educational process has directed the attention of many researchers to this field and has created an important body of academic research. The main purpose of this study is to determine the effect of mobile learning on students' learning performance. In this study, the meta-analysis method was employed. The literature was reviewed through different databases in order to access the relevant researches within the scope of the study. After reviewing the literature, study aspects and inclusion criteria were applied. The studies to be included in the meta-analysis were examined, and 104 studies conducted between the years of 2009 and 2019 that met the inclusion criteria were subjected to a meta-analysis. Education level, course/subject and the implementation period of the studies were determined as moderating variables. The sample of the study consists of 7,568 participants. As a result of the analysis performed according to the random effects model, the mean effect size value was calculated as 0.85 with an error of 0.07. It was determined that there was no publication bias in the meta-analysis. According to the results of the moderator analysis, it was found that the effect of mobile learning on the learning performance of the students did not change according to the education level and the implementation period, but it changed according to the course/subject. In addition to the aforementioned research results, this article also contains descriptive analysis of the results of the studies included in the meta-analysis.

20 April 2020 in Journal of Research on Technology in Education
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Journal Article
Closed access
TTTarık Talan
Tarık Talan
YDYunus Doğan
Yunus Doğan
VBVeli BATDI
Veli BATDI
The present article attempts to reinterpret the findings of most recent studies investigating effect of using games for teaching purposes. A methodological approach combining a meta-analysis of quantitative data with qualitative ones was adopted in order to present the broadest picture of the current research on educational use of games. To this end, we conducted a meta-analysis of 180 effect size comparisons out of 154 empirical studies on the effect of both digital and non-digital games on academic achievement conducted during the period from 2004 to 2019 in order to determine the overall effect size of using games for teaching various subjects. The overall sample size of the studies included a total number of 12800 participants. Some moderator analyses were also carried out to determine the exact efficiency of educational games in terms of student levels, durations of implementation of game activities, school subjects in which games were used, class sizes, kinds of games and achievement tests used. The findings suggest that educational games have a positive effect on academic achievement and this effect is at a medium level (g = 0.695). The highest effect sizes were observed in foreign language courses (g = 0.87), small (less than 50) class sizes (g = 0.87), and in non-digital games (g = 0.90). Moreover, we conducted a meta-thematic analysis based on document analysis of qualitative studies in order to further consolidate the findings of the meta-analysis. The meta-thematic dimension of our study reveals cognitive contributions as well as drawbacks of game-based teaching, and provides suggestions for conducting educational games in a better way.

25 May 2022 in International Journal of Technology in Education and Science
Verified
Journal Article
Open access
PDF file
TTTarık Talan
Tarık Talan
YKYusuf Kalinkara
Yusuf Kalinkara
This study aims to determine students' opinions about the educational use of the Metaverse. The study was conducted during the spring semester of the 2021-2022 academic year. The sample of the study consists of 34 second-year students at the Department of Computer Engineering of a state university in the Southeast Anatolia region of Turkey. The students participated in and evaluated the Metaverse. After the application, interviews were conducted with the participants to find out the students' opinions about Metaverse. In this study, a mixed-method in which both qualitative and quantitative research methods were considered together was used. As a result of the study, it was found that the majority of students had never used Metaverse before, but wanted to use the Metaverse environment in the classroom. Students indicated that Metaverse can be used in many fields and disciplines. However, they were hesitant to use Metaverse in all faculty courses. Students believe that the Metaverse can enhance their knowledge of the subject. In addition, students consider that Metaverse can make the course content more enjoyable and increase their motivation for the course. They also believe that Metaverse has pedagogical advantages and will be used in the classroom in the near future. As for the disadvantages, they mentioned that Metaverse makes learning difficult and distracted, students disconnected from real life, and violates class discipline.