Transcript Slide 1
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
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About SimGE
Completed studies
Current studies
Further Studies
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About SimGE
• "Simulations and Games in Education
(SimGE)" RG
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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
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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 issues of sims & games
• contribute to the literature
• potentials & problems of sims & games
• the effects of gaming on Turkish people
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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
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Historical development of games in
Turkey by Erdal Yılmaz
• Games have entered to our homes in 1980s with
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TV
Video
Atari
Gameboys
Personal computers
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Commodore 64,
Sinclair ZX Spektrum
Amiga
computers compatible with IBM
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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
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requires too much engagement
time
leads to addiction
not an important leasure time
activity
waste of time
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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
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Students’ game play characteristics at a
Turkish university by Pınar Onay Durdu
• to determine the current situation among Turkish
students
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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
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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,
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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.
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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
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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
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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
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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
Affect students’
attitudes and
• Social environments in which
habits toward
the school is placed and
playing computer
• Geographic factors
games
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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
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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
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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
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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
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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
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Individual reports
Demographics
Scenarios
Group interviews
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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
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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
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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
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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
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Questions & Comments
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for
YOUR PARTICIPATION !!!
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