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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 Outline • • • • About SimGE Completed studies Current studies Further Studies July 17, 2015 Simulations & Games in Education Research Group 2 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 July 17, 2015 Simulations & Games in Education Research Group 3 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 July 17, 2015 Simulations & Games in Education Research Group 4 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 July 17, 2015 Simulations & Games in Education Research Group 5 Historical development of games in Turkey by Erdal Yılmaz • Games have entered to our homes in 1980s with • • • • • TV Video Atari Gameboys Personal computers • • • • July 17, 2015 Commodore 64, Sinclair ZX Spektrum Amiga computers compatible with IBM Simulations & Games in Education Research Group 6 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 July 17, 2015 requires too much engagement time leads to addiction not an important leasure time activity waste of time Simulations & Games in Education Research Group 7 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 July 17, 2015 Simulations & Games in Education Research Group 8 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 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 July 17, 2015 Simulations & Games in Education Research Group 9 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. July 17, 2015 Simulations & Games in Education Research Group 10 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 July 17, 2015 Simulations & Games in Education Research Group 11 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 July 17, 2015 Simulations & Games in Education Research Group 12 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 Affect students’ attitudes and • Social environments in which habits toward the school is placed and playing computer • Geographic factors games July 17, 2015 Simulations & Games in Education Research Group 13 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 July 17, 2015 Simulations & Games in Education Research Group 14 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 July 17, 2015 Simulations & Games in Education Research Group 15 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 July 17, 2015 Simulations & Games in Education Research Group 16 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 July 17, 2015 Simulations & Games in Education Research Group 17 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 • • • • July 17, 2015 Individual reports Demographics Scenarios Group interviews Simulations & Games in Education Research Group 18 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 July 17, 2015 Simulations & Games in Education Research Group 19 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 July 17, 2015 Simulations & Games in Education Research Group 20 A course for prospective teachers: Design, Development & Evaluation Of Educational Software •New approaches •Situated Learning •Cooperative Learning •Goal-Based Scenario, etc. •ID Model • Desktop Virtual Reality • Game-like Learning Environments • Motivation theories •FIDGE July 17, 2015 Simulations & Games in Education Research Group 21 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 July 17, 2015 Simulations & Games in Education Research Group 22 Questions & Comments July 17, 2015 Simulations & Games in Education Research Group 23 for YOUR PARTICIPATION !!! 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