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Simulations and Games in Education Research Group

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Title: Simulations and Games in Education Research Group


1
Simulations and Games in Education Research Group
  • Aysegül Bakar abakar_at_metu.edu.tr
  • Göknur Kaplan Akilli akilli_at_metu.edu.tr
  • Computer Education and Instructional Technology
  • Middle East Technical University
  • E-Transformation in Learning Symposium, Sabanci
    University - April 21, 2005

2
Outline
  • About SimGE
  • Completed studies
  • Current studies
  • Further Studies

3
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 Kürsat Çagiltay

4
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 issues of sims games
  • contribute to the literature
  • potentials problems of sims games
  • the effects of gaming on Turkish people

5
What have been done?
  • Historical development of games in Turkey - Erdal
    Yilmaz
  • Perceptions of prospective teachers toward the
    use of computer games - Gülfidan CAN
  • Students game play characteristics at a Turkish
    university - Pinar Onay Durdu
  • Factors that affect primary school students game
    preferences - Yavuz Inal
  • ID Model - Göknur Kaplan Akilli

6
Historical development of games in Turkey by
Erdal Yilmaz
  • 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

7
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

8
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

9
Students game play characteristics at a Turkish
university by Pinar 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 play and 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

10
Students game play characteristics at a Turkish
university, Pinar 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.

11
Students game play characteristics at a Turkish
university, Pinar 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

12
Students game play characteristics at a Turkish
university, Pinar 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

13
Primary school students habits of playing
computers games and the factors that affect their
game preferences Yavuz Inal
  • to investigate the attitudes of primary school
    students in Turkey toward playing computer games
  • 274 (Karabük) and 281 (Ödemis) ? 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
14
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

15
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

16
What is being done?
  • Using eye tracking data to analyze a video game
    learning experience - Serkan Alkan
  • What is happening in classrooms? - Aysegül Bakar
    Yavuz Inal
  • Cultural issues and Identification by Avatars, -
    Göknur Kaplan Akilli Yavuz Inal
  • ADDIE model game, - Memet Üçgül
  • FP-6 Proposal
  • A course for prospective teachers Design,
    development evaluation of educational software

17
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

18
What is happening in classrooms? Aysegül Bakar
Yavuz Inal
  • 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

19
What is happening in classrooms? Aysegül Bakar
Yavuz Inal
  • To investigate
  • Childrens behaviors when playing a game for the
    first time
  • Childrens preferences in terms of game playing
  • Demographics
  • Observations
  • Formal informal interviews

20
International ResearchesFP-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

21
A course for prospective teachers
Design, Development Evaluation Of Educational
Software
  • New approaches
  • Situated Learning
  • Cooperative Learning
  • Goal-Based Scenario, etc.
  • ID Model
  • FIDGE
  • Desktop Virtual Reality
  • Game-like Learning Environments
  • Motivation theories

22
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
23
Questions Comments

24
  • for
  • YOUR PARTICIPATION !!!

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