Bu kaydın yasal hükümlere uygun olmadığını düşünüyorsanız lütfen sayfa sonundaki Hata Bildir bağlantısını takip ederek bildirimde bulununuz. Kayıtlar ilgili üniversite yöneticileri tarafından eklenmektedir. Nadiren de olsa kayıtlarla ilgili hatalar oluşabilmektedir. MİTOS internet üzerindeki herhangi bir ödev sitesi değildir!

What Do Computer Games Promise for Engineering Students

Oluşturulma Tarihi: 02-06-2015

Niteleme Bilgileri

Tür: Makale

Yayınlanma Durumu: Yayınlanmış

Dosya Biçimi: Dosya Yok

Dil: İngilizce

Konu(lar): TEKNOLOJİ,

Yazar(lar): Çağıltay, Nergiz (Yazar), Gökdal, Gökçer (Yazar),

Emeği Geçen(ler):




Dosya:
Dosya Yok

Anahtar Kelimeler

computer games, computer science, video games, bilgisayar oyunları, bilgisayar bilimi, video oyunları


Özet

Young generation do not prefer to continue their carrier in engineering and technical areas. This is becoming a serious problem of these fields. On the other hand, computer and video games become one of the most popular activities for leisure times of young people in the world. Usually people willingly spent time on these activities. This paper proposed a game based approach for teaching concepts that is not easy to visualize and understand for the learners such as logic-gates concept thought in the undergraduate education of the computer science and electrical and engineering. Accordingly a multi-user web-based computer game is developed for this purpose. This study investigates students’ motivation on learning logic gates concept through this multi-user game. The results of this study is encouraging the educators to use computer games as supportive tools in their educational environments to improve the students’ motivation on the learning concept, to improve their visualization in some concepts and to encourage them practice different perspectives of the phenomena.


İçindekiler



Açıklamalar



Haklar

Cagiltay, N. & Gökdal, G. (2011). What Do Computer Games Promise for Engineering Students. In T. Bastiaens & M. Ebner (Eds.),Proceedings of World Conference on Educational Media and Technology 2011 (pp. 3912-3917). Association for the Advancement of Computing in Education (AACE).



Notlar



KaynakçaCAETS (2010). Future Engineering Challenges, National Academy of Engineering, available athttp://www.caets.org/cms/7337.aspx, reached December, 14 2010.Cagiltay, N. (2007). Teaching Software Engineering by means of computer-game development: Challenges andOpportunities, British Journal of Educational Technology, vol. 38, no. 3, 405-415.Colwell, J. , Grady, C. and Rhaiti, S. (1995). Computer Games, Self-esteem, and Gratification of Needs inAdolescents, Journal of Community and Applied Social Psychology, vol. 5, p. 195.De Aguilera, M. & Mendiz, A. (2003). Video games and education: Education in the face of a “parallel school”.ACM Computers in Entertainment, 1(1), 1-4.Ebner, M. , Holzinger, A. (2007). Successful implementation of user-centered game-based learning in highereducation: an example from civil engineering, Computers and Education, vol. 49, no.3, pp. 873-890.Foreman J., Gee J.P., Herz J.C., Hinrichs R., Prensky M., Sawyer B. (2004). Game-based learning: How todelight and instruct in the 21sr century, EDUCAUSE Rev, vol. 5, pp. 50-66.Griffiths, M.D. and Dancaster, I. (1995). The effect of type a personality on physiological arousal while playingcomputer games, Addictive Behaviors, vol. 20, no. 4, pp. 543-548.Himurcik, L. V. , Hettinger M., Gottschalck K.S., and Fitchen F.C., (1990). Spice applications to anundergraduate electronics Program, IEEE Transactions on Education, vol. 33, pp. 183-189.Hyde D.C. (2000). Teaching Design in a computer Architecture Course, IEEE Micro, vol. 20, no. 3, pp. 23-28.Inal Y., Cagiltay K. (2007). Flow Experiences of Children in an interactive social game Environment, BritishJournal of Educational Technology, vol. 38, no. 3, pp. 455-464.Jenkins, H., Squire, K. (2003). Harnessing the Power of Games in Education, Insight, vol. 3, pp. 5-33.Lawrance, R. (2004). Teaching data structures using competitive games, IEEE Transactions on Education, vol.47, no.4, pp. 459-466.Mitchell, A. and Savill-Smith, C. (2004). The Use of Computer and Video Games for Learning: A Review ofthe Literature, Learning and Skills Development Agency.Mitchell, A., and Savill-Smith, C. (2004). The Use of Computer and Video Games for Learning: A Review ofthe Literature. London, England, The Learning and Skills Development Agency.Orsak, G. C. (2003). Guest editorial K-12: Engineering’s new frontiers, IEEE Trans. Education, 46, pp209-210. - 3917 -Pool, S. (2000). Trigger Happy: The Inner Life of Videogames, Fourth Estate, London.Pool, S. (2000). Trigger Happy: The Inner Life of Videogames, London: Fourth Estate, London.Roe, K. and Muijs, D. (1998). Children and Computer Games: A Profile of the Heavy User, EuropeanJournal of Communication, vol. 13, no. 2, pp. 181-181.Sung, K. (2009). Computer Games and Traditional CS Courses, Communications of the ACM, 52(12), pp.74-78.Tazawa, Y. , Soukalo, A.V. , Okada, K. and Takada, G. (1997). Excessive Playing of Home Computer Gamesby Children Presenting Unexplained Symptoms, Journal of Pediatr, vol. 130, no. 6, pp. 1010-1011.Vorderer, P. & Bryant, J. (2006). Playing Video Games: Motives, Responses, and Consequences, LawrenceErlbaum Assoc Inc.Vorderer, P. and Bryant, J. (2006). Playing Video Games: Motives, Responses, and Consequences, LawrenceErlbaum Assoc Inc.Wulf, W. A. (2000). How shall we satisfy long-term educational needs of engineers? Proc. IEEE, vol. 88, no.4, pp. 593–596.Zyda, M. (2007). Creating a science of games, Cummun. ACM, vol. 50, no. 7, pp. 26-29.


Atıf Yapanlar

Gözat Sayfasına Dön

 

Sosyal Medya ve Araçlar

İstatistikler

  • Kayıt
    • Bu ay: 3
    • Toplam: 2417
  • Online
    • Ziyaretçi: 20
    • Üye: 0
    • Toplam: 20

Detaylı İstatistikler