Workshops

ICITS2011 WORKSHOPS

Two workshop proposal has been accepted for presentation at ICITS 2011.

WORKSHOP TITLE : USING COMPUTER GAMES in EDUCATION

THEME OF THE WORKSHOP : Young people love games, and research has shown that the use of video games in schools can be exceptionally valuable, increasing learners motivation and participation and helping to develop a range of vital skills. However it can be difficult for teachers and instructors to incorporate positive research results into their classroom practice, despite their awareness of the potential. For a variety of reasons, such as time, curriculum requirements, or lack of familiarity with the technology, the training they are given frequently does not go beyond the seminar room. In this workshop which is realized in scope of ENGAGE project (European Network for Growing Activity in Game-based learning in Education) which is a European Union Life Long Learning project, that are intended to help teachers and instructors of any subject at any level to learn not only about the use of video games in education, but also to take that new knowledge and apply it in their own classrooms after attending the workshop. The workshop is the launch pad for your implementation of a video game in your classroom. Workshop language is Turkish.
OBJECTIVES : At the workshop, participants will be able to: 1. Learn about the educational potential of video games 2. Explore real cases of the use of video games in learning 3. Discover a range of video games and their potential classroom applications 4. Learn how to select the right game for the class, according to rigorous pedagogical criteria 5. Prepare a lesson plan in which a game is used in teaching
PROCESS DESIGN OF THE WORKSHOP : 1st hour : Introduction of Game Based Learning, Introduction of the Games which were evaluated in the scope of ENGAGE project and a Discussion on Use of Some Games in Education 2nd hour : Examination of real cases in which the games are used in education, discussion 3rd hour :Group Activity: Design of a Classroom Implementation to Use a Game in Teaching and Presentations of them
WORKSHOP TIMING : 3 hours
AN ESTIMATE OF THE NUMBERS ATTENDING THE WORKSHOP : 20
WORKSHOP TEAM : Asoc. Prof. Dr. Kürşat Çağıltay, Research Assistant Türkan Karakuş and Engin Kurşun.

WORKSHOP TITLE : Life 3.0: New web based technologies for everyday and educational uses
THEME OF THE WORKSHOP : Since its introduction to the masses in the early 1990s, the Internet has grown into an important form of media, transforming everyday culture into a “digital culture” that is increasingly dependent on digital media and forms of communication. It has created a “new media revolution- the shift of all culture to computer-mediated forms of production, distribution, and communication” The inhabitants of this world of the Internet have become “digital citizens” or “netizens,” an identity which transcends their nationality, ethnicity, or religion. This transformation has been further transubstantiated in unpredictable ways with the advancement of Web 2.0 applications, such as Facebook, Twitter, Digg, LinkedIn, etc. By enabling user contribution to websites and user control on the content of these websites, which trigger an increased interaction and participation of users and create network effects. Even though such applications gone viral all around the world in such short time, their adoption in Turkey seems to be much slower. This workshop aims to speed up this process, while bringing participants of this workshop up to speed about such useful everyday applications as well as their integration in education.
OBJECTIVES : This workshop aims to: * define what is Web 2.0, Web 3.0 * describe the development of such technologies and their impact on everyday life and culture as well as on education * introduce various Web 2.0 applications and * describe and demonstrate how they can be integrated into teaching and learning for different purposes. * provide hands-on experience for participants.
PROCESS DESIGN OF THE WORKSHOP : I will start with the definition of Web 2.0 and Web 3.0 and will briefly describe the development of such technologies and their impact on everyday life and culture as well as on education. Then, I will introduce various Web 2.0 applications one by one and demonstrate how they can be integrated into teaching and learning for different purposes. Finally I will provide hands-on experience for participants to try some of the applications themselves. The presentation will be available on the web, which will be submitted once the workshop is confirmed.
WORKSHOP TIMING : 2 hours is ok.
AN ESTIMATE OF THE NUMBERS ATTENDING THE WORKSHOP : 30
WORKSHOP TEAM : Göknur Kaplan Akıllı, PhD.

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