Abstract: Decision Support System (DSS), a query-based system meant to help decision makers to use a variety of information for decision making, plays a very vital role in sustainable growth of any country. For this very purpose it is essential to analyze the educational system because education is the only way through which people can be made aware as to how to sustain our planet. The purpose of this paper is to prepare a decision support system for efficiency evaluation of education system with the help of Distributed Geographical Information System.
Abstract: The aim of this study is to examine the reading
comprehension scores of Turkish 5th grade students according to the
variables given in the student questionnaire. In this descriptive
survey study research participated 279 5th grade students, who
studied at 10 different primary schools in four provinces of Ankara in
2008-2009 academic year. Two different data collection tools were
made use of in the study: “Reading Comprehension Test" and
“Student Information Questionnaire". Independent sample t-test, oneway
Anova and two-way Anova tests were used in the analyses of
the gathered data. The results of the study indicate that the reading
comprehension scores of the students differ significantly according to
sex of the students, the number of books in their houses, the
frequency of summarizing activities on the reading text of free and
the frequency reading hours provided by their teachers; but, differ
not significantly according to educational level of their mothers and
fathers.
Abstract: Computers are increasingly being used as educational
tools in elementary/primary schools worldwide. A specific
application of such computer use, is that of multimedia games, where
the aim is to combine pedagogy and entertainment. This study
reports on a case-study whereby an educational multimedia game has
been developed for use by elementary school children. The stages of
the application-s design, implementation and evaluation are
presented. Strengths of the game are identified and discussed, and its
weaknesses are identified, allowing for suggestions for future redesigns.
The results show that the use of games can engage children
in the learning process for longer periods of time with the added
benefit of the entertainment factor.