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SDÜ Education Information System Course Content
Programme
Graduate School of Natural and Applied Sciences Educational Technologies
Course Information
Course Unit Code
Course Unit Title
Credit Theoretic
Credit Pratic
Credit Lab/A
Credit Total
Credit Ects
Semester
01ETK5102
Design of E-learning Environments
3.00
0.00
0.00
3.00
6.00
1
Course Information
Language of Instruction
Turkish
Type of Course Unit
Elective
Course Coordinator
Assistant Professor Dr. Muhammet DEMİRBİLEK
Course Instructors
 
Course Assistants
 
Course Aims
This course is designed to develop an understanding of and an appreciation for the importance of educational games and simulations in the Interactive Educational Technology Program.
The purpose of the course is to explore the theory and implementation of educational games, simulations, and virtual environments for improved instructional engagement and to examine various facets of the application of educational games and simulations to teaching and learning process.
Course Goals
 
Learning Outcomes of The Course Unit
1. Demonstrate an awareness of current trends and research in educational gaming and simulations.
2. Expose learners to practical knowledge on educational games, simulations and related concepts, and of various strategies of integrating games and simulations into the curriculum.
3. Understand the characteristics, advantages, limitations, and instructional applications of games and simulations
4. Apply educational gaming activities and/or applications that successfully engage learners and are appropriate to their discipline.
5. Expose learners to Second Life learning environments and exposed social issues and factors currently related to gaming and simulations and virtual worlds.
6. Assess and evaluate an instructional games and simulations
Course Contents
This course deals with various aspects of the games and simulations for teaching and learning. In this course, learners will have the opportunity to explore the theories of educational gaming, and the practical aspects of evaluating and implementing digital games and simulations for teaching and learning. We will examine how educators can arouse learners? interests in digital culture to extend their learning and keep them engaged.
Prerequisities and Co-requisities Courses
 
Recommended Optional Programme Components
 
Mode Of Delivery
 
Level of Course Unit
 
Assessment Methods and Criteria
ECTS / Table Of Workload (Number of ECTS credits allocated)
Studies During Halfterm
Number
Co-Efficient
Activity
Number
Duration
Total
Visa
1
50
Course Duration (Excluding Exam Week)
14
3
42
Quiz
0
0
Time Of Studying Out Of Class
14
4
56
Homework
5
50
Homeworks
5
10
50
Attendance
0
0
Presentation
0
0
0
Application
0
0
Project
0
0
0
Lab
0
0
Lab Study
0
0
0
Project
0
0
Field Study
0
0
0
Workshop
0
0
Visas
1
10
10
Seminary
0
0
Finals
1
10
10
Field study
0
0
Workload Hour (30)
30
TOTAL
100
Total Work Charge / Hour
168
The ratio of the term to success
50
Course's ECTS Credit
6
The ratio of final to success
50
 
TOTAL
100
 
Recommended or Required Reading
Textbook
 
Additional Resources
1. Salen, K., & Zimmerman, E. (2004). Rules of Play: Game Design Fundamentals. Cambridge MA, MIT Press.
2. Salen, K., & Zimmerman, E. (2005). Game Design and Meaningful Play. In J. Raessens & J. Goldstein (Eds.), Handbook of Computer Game Studies. Cambridge MA, MIT Press.
3. Gibson, D., Aldrich, C. & Prensky, M. (2007). Games and simulations in online learning: Research and development frameworks. Information Science
Material Sharing
Documents
 
Assignments
 
Exams
 
Additional Material
 
Planned Learning Activities and Teaching Methods
Lectures, Practical Courses, Presentation, Seminar, Project, Laboratory Applications (if necessary)
Work Placements
As with any other educational component, credits for work placements are only awarded when the learning outcomes have been achieved and assessed. If a work placement is part of organised mobility (such as Farabi and Erasmus), the Learning Agreement for the placement should indicate the number of credits to be awarded if the expected learning outcomes are achieved.
Program Learning Outcomes
No
Course's Contribution to Program
Contribution
1
Have adequate knowledge about the foundational concepts, theoretical basis and contemporary approaches in the field of educational technology.
4