Soylulaştırma olgusunun tüketim ve pazarlama açılarından analizi: İstanbul Cihangir örneği

Download
2007
Sandıkçı, Özlem
İlkuçan, Altan

Suggestions

Short-term modification of sleep-wake habits by gamification: a user study
İlhan, Ayşe Ezgi; Şener Pedgley, Bahar; Hacıhabiboğlu, Hüseyin; Department of Modeling and Simulation (2015)
Gamification is used as a tool to persuade and motivate people to achieve hard-to-perform tasks through the use of game mechanics. It can help to change people’s habits in a positive direction, thus to get subjective well-being in the long run. Sleep-wake behaviors are important determinants of a day-to-day well-being. Management of sleep-wake habits of individuals is a potential area that can benefit from gamification. This study aimed to find out whether it was possible to modify sleep-wake habits using g...
Reconceptualizing the gentrification process: the case of Cihangir, İstanbul
Demirel, Şule; Yetişkul Şenbil, Emine; Urban Design in City and Regional Planning Department (2015)
Gentrification in the most general sense is the invasion of the working class quarters by the middle classes. Since the gentrification debate has revealed in 1964 by Ruth Glass, the term has been discussed too much. There have appeared various approaches by different scholars. Gentrification has not only become widespread but also integrated into wider urban and global processes after the 1980s. After more than 50 years in the gentrification literature, there have appeared new debates on the term. Since the...
The Effect of gamified instruction about computer technology terms on undergraduate students’ achievement
Mizam, Nigar; Aşkun, Cengiz Savaş; Department of Computer Education and Instructional Technology (2019)
The purpose of this study is to find out how gamified instruction affects the undergraduate learners’ achievement in computer technology terms. The study designed as experimental study. For this study, 34 first year undergraduate students from Department of Computer Education and Instructional Technology at Middle East Technical University were selected. In this study, randomized posttest-only control group design was used to control testing threat to internal validity. Gamified and nongamified groups were ...
A Proposal of an instructional design model for gamified learning environments: Geld model
Aldemir, Tuğçe; Kaplan Akıllı, Göknur; Yükseltürk, Erman; Department of Computer Education and Instructional Technology (2015)
This study is an attempt to develop an instructional design model for gamified learning environments. It is hoped that the model developed in this study could be used as a guide in designing a gamified instructional environment. The main contention of the study is that combining the methods of the traditional teaching with the methods made possible by the computer age would open up new possibilities to enhance the motivations of learners. Technological changes since the last decade of the 20th century has g...
A Statistical study on the harmonized up-to-date Turkish building stock
Talas Soylu, Gizem Nur; Ay, Bekir Özer; Department of Building Science in Architecture (2019)
In Turkey, where three significant fault lines locate, earthquakes with a magnitude greater than 6.5 happen in every 10 years (Azak et al., 2014). In this sense, to estimate damage on building stock and fatalities accurately, real characteristics of Turkish building stock (TBS) should be known well. Gathering TBS portfolio is previously studied but these studies have focused on relatively smaller areas or have been outdated or both. This study made an comprehensive search on available data sources and detai...
Citation Formats
Ö. Sandıkçı and A. İlkuçan, “Soylulaştırma olgusunun tüketim ve pazarlama açılarından analizi: İstanbul Cihangir örneği,” 2007. Accessed: 00, 2020. [Online]. Available: https://app.trdizin.gov.tr/publication/project/detail/T0RJeE9Uaz0.