EDT5019 Information Communication Technologies in EducationBahçeşehir UniversityDegree Programs DIGITAL GAME DESIGNGeneral Information For StudentsDiploma SupplementErasmus Policy StatementNational QualificationsBologna Commission
DIGITAL GAME DESIGN
Bachelor TR-NQF-HE: Level 6 QF-EHEA: First Cycle EQF-LLL: Level 6

Course Introduction and Application Information

Course Code Course Name Semester Theoretical Practical Credit ECTS
EDT5019 Information Communication Technologies in Education Spring 3 0 3 8
This catalog is for information purposes. Course status is determined by the relevant department at the beginning of semester.

Basic information

Language of instruction: English
Type of course: Non-Departmental Elective
Course Level: Bachelor’s Degree (First Cycle)
Mode of Delivery: Face to face
Course Coordinator : Dr. Öğr. Üyesi YAVUZ SAMUR
Course Lecturer(s): Dr. Öğr. Üyesi MUSTAFA POLAT
Recommended Optional Program Components: None
Course Objectives: Examine the effect of Information and Communication Technologies (ICT) on learning and instruction, specifically investigate how ICT might change students’ learning and administrators’ management.

Learning Outcomes

The students who have succeeded in this course;
1. to be able to describe the integration of Information and Communication Technologies (ICTs) into teaching-learning process from different perspectives.
2. to be able to explain the major elements of ICT integration into teaching-learning process.
3. to be able to explain the effects of ICT on learning and instruction.
4. to be able to understand Ministry of Education’s politics and projects related to ICT.
5. to be able to explain the obstacles to ICT integration and develop solution strategies for these obstacles.
6. to be able to understand the necessary factors for the effective use of ICT in schools.
7. to be able to explain the basic elements of a school technology plan.
8. to be able to compare models regarding school technology planning.
9. to be able to identify, select, and evaluate appropriate technologies to improve teaching and learning.
10. to be able to design a technology integrated and student-centered lesson.

Course Content

An overview of designing learning experiences presented with e-learning by using instructional design process. Examining and evaluating ICT applications that students, teachers, and administrators can use for effective learning and management.

Weekly Detailed Course Contents

Week Subject Related Preparation
1) Discussing the Course Syllabus and the Requirements of the Course
2) ICT Integration into Teaching-Learning Process: Definitions, Models, and Perspectives
3) ICT Integration into Teaching-Learning Process: Definitions, Models, and Perspectives
4) Teacher Competencies for Technology Integration, Standards
5) Ministry of Education’s ICT Politics and Projects
6) Current Situation in ICT Integration and The Obstacles to The Integration of ICT in Education
7) Necessary Conditions for the Use of ICT in Schools
8) Components of a School Technology Plan
9) Models and Research on School Technology Planning
10) Planning and ICT Integrated Lesson
11) Group Project Presentation
12) Selecting and Evaluating Technology for Effective Learning and Teaching
13) The Use of Technology in Different Subject Matters
14) The Use of Technology in Different Subject Matters

Sources

Course Notes / Textbooks: Demiraslan, Y. & Usluel, Y. (2005). Bilgi ve İletişim Teknolojilerinin Öğrenme-Öğretme Sürecine Entegrasyonunda Öğretmenlerin Durumu, The Turkish Online Journal of Educational Technology, 4(3), 119-123.

Guzman, A. & Nussbaumt, M. (2009). Teaching competencies for technology integration in the classroom. Journal of Computer Assisted Learning, 25, 453-469.

ISTE (2008). ISTE’s Educational Technology Standards for Teachers. USA: ISTE. 7 Agustos 2012 tarihinde http://www.iste.org/Content/NavigationMenu/NETS/ForTeachers/
2008Standards/NETS_for_Teachers_2008.htm adresinden alınmıştır.

Rasinen, A. (2003). An analysis of the technology education curriculum of six countries. Journal of Technology Education, 15.

Usluel-Koçak,Y., Mumcu-Kuşkaya,F. & Demiraslan Y. (2007). Öğrenme-öğretme sürecinde bilgi ve iletişim teknolojileri: Öğretmenlerin entegrasyon süreci ve engelleriyle ilgili görüşleri, Hacettepe Üniversitesi Eğitim Fakültesi Dergisi, 32, 164-179.
References: Yok - None

Evaluation System

Semester Requirements Number of Activities Level of Contribution
Homework Assignments 7 % 45
Midterms 1 % 20
Final 1 % 35
Total % 100
PERCENTAGE OF SEMESTER WORK % 65
PERCENTAGE OF FINAL WORK % 35
Total % 100

Contribution of Learning Outcomes to Programme Outcomes

No Effect 1 Lowest 2 Low 3 Average 4 High 5 Highest
           
Program Outcomes Level of Contribution
1) Comprehend the conceptual importance of the game in the field of communication, ability to implement the player centered application to provide design.
2) Analyze, synthesize, and evaluate information and ideas from various perspectives.
3) Analyze the key elements that make up specific game genres, forms of interactions, mode of narratives and understand how they are employed effectively to create a successful game.
4) Understand game design theories and methods as well as implement them during game development; to make enjoyable, attractive, instructional and immersive according to the target audience.
5) Understand the technology and computational principles involved in developing games and master the use of game engines.
6) Understand the process of creation and use of 2D and 3D assets and animation for video games.
7) Understand and master the theories and methodologies of understanding and measuring player experience and utilize them during game development process.
8) Comprehend and master how ideas, concepts and topics are conveyed via games followed by the utilization of these aspects during the development process.
9) Manage the game design and development process employing complete documentation; following the full game production pipeline via documentation.
10) Understand and employ the structure and work modes of game development teams; comprehend the responsibilities of team members and collaborations between them while utilizing this knowledge in practice.
11) Understand the process of game publishing within industry standards besides development and utilize this knowledge practice.
12) Pitching a video game to developers, publishers, and players; mastering the art of effectively communicating and marketing the features and commercial potential of new ideas, concepts or games.