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Simulations and Games in Education Research Group. Ayşegül Bakar – [email protected] Göknur Kaplan Akıllı – [email protected] Computer Education and Instructional Technology Middle East Technical University E-Transformation in Learning Symposium, Sabancı University - April 21, 2005.

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Simulations and Games in Education Research Group

Ayşegül Bakar – [email protected]

Göknur Kaplan Akıllı – [email protected]

Computer Education and Instructional Technology

Middle East Technical University

E-Transformation in Learning Symposium, Sabancı University - April 21, 2005


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Outline

  • About SimGE

  • Completed studies

  • Current studies

  • Further Studies

Simulations & Games in Education Research Group


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About SimGE

  • "Simulations and Games in Education (SimGE)" RG

    • is established in 2004 in METU

    • is actually a subgroup of a HCI RG in METU

    • has 10 members (just at the moment)

    • is coordinated by Kürşat Çağıltay

Simulations & Games in Education Research Group


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Aims of SimGE RG

SimGE aims to

  • conduct research on the use of simulations and games in education

    • pedagogical & cognitive issues of sims & games

    • social & technical issuesof sims & games

  • contribute to the literature

    • potentials & problems of sims & games

    • the effects of gaming on Turkish people

Simulations & Games in Education Research Group


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What have been done?

  • Historical development of games in Turkey - Erdal Yılmaz

  • Perceptions of prospective teachers toward the use of computer games - Gülfidan CAN

  • Students’ game play characteristics at a Turkish university - Pınar Onay Durdu

  • Factors that affect primary school students’ game preferences - Yavuz İnal

  • ID Model - Göknur Kaplan Akıllı

Simulations & Games in Education Research Group


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Historical development of games in Turkey by Erdal Yılmaz

  • Games have entered to our homes in 1980s with

    • TV

    • Video

    • Atari

    • Gameboys

    • Personal computers

      • Commodore 64,

      • Sinclair ZX Spektrum

      • Amiga

      • computers compatible with IBM

Simulations & Games in Education Research Group


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Perceptions of prospective teachers toward the use of computer games by Gülfidan CAN

  • 116 students from CEIT departments of four different universities

  • She found that playing computer games

  • is suitable for every age group

  • is not just for children

  • helps developing some useful knowledge and skills

  • help develop social skills when played with a group of people

  • requires too much engagement time

  • leads to addiction

  • not an important leasure time activity

  • waste of time

Simulations & Games in Education Research Group


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Perceptions of prospective teachers toward the use of computer games, Gülfidan CAN

Results (cont.):

  • Use of computer games as

    • teaching aid in courses (98%)

    • reward (78%) rather than

    • main instructional tool (60% disagreed)

  • 83%will use computer games with educational features in their courses in the future

  • 11% expressed that they will not use such games

Simulations & Games in Education Research Group


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Students’ game play characteristics at a Turkish university by Pınar Onay Durdu

  • to determine the current situation among Turkish students

    • what the game preferences of Turkish students are

    • why they prefer to play games

    • what determines their game playand game preference

    • whether gender, mothly income or departments has any affect to game play and game preferences

  • 225 students taking “Introduction to Information Technologies and Applications” course

  • Questionnaire - Quantitative data analysis

Simulations & Games in Education Research Group


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Students’ game play characteristics at a Turkish university, Pınar Onay Durdu

Results:

  • 61 out of 225 participants played games

  • The average game playtime among the 61 game playing participants were 5,66 hours per week. .

  • the reason for not playing computer games,

    • first choice= being not interested as a reason,

    • second choice= waste of time,

    • third choice= having no time,

    • fourth and fifth choice =not knowing how to play.

Simulations & Games in Education Research Group


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Students’ game play characteristics at a Turkish university, Pınar Onay Durdu

Results (cont.):

  • The mean time/week for computer play≈ 5 hours

  • the more favorable game genres were

    • strategy,

    • racing,

    • quiz-trivia,

    • sports

    • action-adventure games

    • Adventure & discovery game themes were more favorable game themes

  • more students stated diversion for their game play

Simulations & Games in Education Research Group


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Students’ game play characteristics at a Turkish university, Pınar Onay Durdu

Results (cont.):

  • gender makes difference between game play & game preferences

  • owning a computer affects game play

  • game players read fewer hours/week than the others

  • the game players spent more time with their peers and family members in social activities than the others

Simulations & Games in Education Research Group


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Primary school students’ habits of playing computers games and the factors that affect their game preferences – Yavuz İnal

to investigate the attitudes of primary school students in Turkey toward playing computer games

  • 274 (Karabük) and 281 (Ödemiş) → compare and contrast

  • Gender differences in terms of game playing habits

  • Socio Economic Status

  • Social environments in which

    the school is placed and

  • Geographic factors

Affect students’ attitudes and habits toward playing computer games

Simulations & Games in Education Research Group


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The FIDGE Model For Game-like Learning Environments, by Göknur KAPLAN AKILLI

  • the lack of available comprehensive design paradigms & well-designed research studies

  • “how to” incorporate games into learning environments

  • despite more than 30 years’ existence of computer games and simulations in the instructional design movement

Simulations & Games in Education Research Group


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The FIDGE Model For Game-like Learning Environments, by Göknur KAPLAN AKILLI

  • a formative research study is conducted and it was found that

  • phases of the IDD process should not be

    • separate,

    • strictly bounded,

    • processing a linear manner.

  • these results & the inspiration from fuzzy logic , FIDGE model is created

Simulations & Games in Education Research Group


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What is being done?

  • Using eye tracking data to analyze a video game learning experience - Serkan Alkan

  • What is happening in classrooms? - Ayşegül Bakar & Yavuz İnal

  • Cultural issues and Identification by Avatars, - Göknur Kaplan Akıllı & Yavuz İnal

  • ADDIE model game, - Memet Üçgül

  • FP-6 Proposal

  • A course for prospective teachers: Design, development & evaluation of educational software

Simulations & Games in Education Research Group


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Using eye tracking data to analyze a video game learning experience - Serkan Alkan

  • to explore how novices learn video games

  • an eye tracking method was integrated with usability studies’ methods

  • 17 undergraduate university students

  • 10 minutes eye tracking recordings were kept while subjects playing a video game

  • Semi structured posttest for attitudes and reflections

Simulations & Games in Education Research Group


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What is happening in classrooms? Ayşegül Bakar & Yavuz İnal

To investigate

  • The dynamics among group members

  • The opinions of prospective teachers about the games in terms of their possibility to be used in teaching/learning process

    • Individual reports

    • Demographics

    • Scenarios

    • Group interviews

Simulations & Games in Education Research Group


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What is happening in classrooms? Ayşegül Bakar & Yavuz İnal

To investigate

  • Children’s behaviors when playing a game for the first time

  • Children’s preferences in terms of game playing

    • Demographics

    • Observations

    • Formal & informal interviews

Simulations & Games in Education Research Group


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International Researches:FP-6 Project

  • (coordinator)FH JOANNEUM GMBHDepartment of Information-Design

  • Middle East Technical UniversitySchool of Education, Department of Computer Education and Instructional Technology

  • UK BusinessLab

  • DELFT University of Technology

  • Karl-Franzens-University GrazInstitute of Psychology / Educational Psychology

  • Amebis d.o.o.AMEB

Simulations & Games in Education Research Group


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New approaches

Situated Learning

Cooperative Learning

Goal-Based Scenario, etc.

ID Model

FIDGE

Desktop Virtual Reality

Game-like Learning Environments

Motivation theories

A course for prospective teachers:

Design, Development & Evaluation Of Educational Software

Simulations & Games in Education Research Group


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Conclusion

  • More meaningful learning in more effective learning environments

    Life is a game, so is learning…

    …and the GAME is ON!!!!

http://www.simge.metu.edu.tr

Simulations & Games in Education Research Group


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Questions & Comments

Simulations & Games in Education Research Group


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for

YOUR PARTICIPATION !!!

Simulations & Games in Education Research Group


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