COMPUTER EDUCATION AND INSTRUCTIONAL TECHNOLOGIES
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
CET1106 Approaches to Teaching Programming Fall 2 0 2 6
The course opens with the approval of the Department at the beginning of each semester

Basic information

Language of instruction: En
Type of course: Departmental Elective
Course Level: Bachelor
Mode of Delivery: Face to face
Course Coordinator : Dr. Öğr. Üyesi TUĞCAN DEMİR
Course Objectives: The aim of this course is to provide pre-service teachers with the appropriate teaching methods and techniques such as drama and educational game to be used in programming courses. It also includes programming learning and teaching theories, teaching tools and materials appropriate to the programming courses and, activity and lesson plans using these techniques. Students are expected to develop sample activities using appropriate methods and tools like block-based ones to teach programming.

Learning Outputs

The students who have succeeded in this course;
By the end of the course, through readings, discussions and course assignments, you will be able:
1. To explain fundamental concepts related to programming teaching.
2. To illustrate how learning theories are implemented in programming courses.
3. To illustrate how teaching models, methods and strategies are implemented in programming courses.
4. To develop an activity on real-life practice of a topic or concept by considering students’ ages and grade levels and using knowledge of teaching methods and technics in a middle and a high school programming course.
5. To use the appropriate materials and tools in teaching programming related topics.

Course Content

Teaching programming with play and drama methods; developing a sample game for programming teaching; developing a sample drama application for programming teaching; teaching programming with block-based tools; developing a block-based sample application for programming teaching; mobile application working and design principles; introduction to gaming applications; basic database operations in mobile applications; methods and approaches that can be used to evaluate programming skills.

Weekly Detailed Course Contents

Week Subject Related Preparation
1) Orientation • Review of Syllabus • Expectations
2) Discussing Potential Teaching Methods for Programming and Computational Thinking Read Shared Materials
3) Constructionism • Philosophy • A Learning Theory • A Model for Computer Science
4) Programming Skills • ISTE Standards • K–12 Computer Science Framework • The CSTA K-12 Computer Science Standards
5) Programming Teaching Methods and Tools – I • Student Presentations
6) Programming Teaching Methods and Tools – II • Student Presentations
7) Programming Teaching Methods and Tools – III • Student Presentations
8) Programming Teaching Methods and Tools – IV • Student Presentations
9) Designing an Activity to Teach Programming – I • Hands-on Activity
10) Designing an Activity to Teach Programming – II • Hands-on Activity
11) Designing an Activity to Teach Programming – III • Hands-on Activity
12) Designing an Activity to Teach Programming – IV • Hands-on Activity
13) Implementing the Designed Activity with the potential audience
14) Evaluation of Implementation Review

Sources

Course Notes: • Altun, E. (2009). Bilgisayar ve Öğretim Teknolojileri Eğitimi Bölümleri için Özel Öğretim Yöntemleri I-II. Ankara: Pegem Akademi.
References:

Evaluation System

Semester Requirements Number of Activities Level of Contribution
Attendance 14 % 20
Laboratory % 0
Application % 0
Field Work % 0
Special Course Internship (Work Placement) % 0
Quizzes % 0
Homework Assignments % 0
Presentation % 0
Project % 0
Seminar % 0
Midterms 1 % 20
Preliminary Jury % 0
Final 1 % 60
Paper Submission % 0
Jury % 0
Bütünleme % 0
Total % 100
PERCENTAGE OF SEMESTER WORK % 40
PERCENTAGE OF FINAL WORK % 60
Total % 100

ECTS / Workload Table

Activities Number of Activities Duration (Hours) Workload
Course Hours 14 2 28
Laboratory 0 0 0
Application 0 0 0
Special Course Internship (Work Placement) 0 0 0
Field Work 0 0 0
Study Hours Out of Class 0 0 0
Presentations / Seminar 0 0 0
Project 0 0 0
Homework Assignments 0 0 0
Quizzes 0 0 0
Preliminary Jury 0 0 0
Midterms 1 15 15
Paper Submission 0 0 0
Jury 0 0 0
Final 1 30 30
Total Workload 73

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) To define concepts related to the latest knowledge, tools and other scientific resources for the teaching profession, educational technology and information technologies in terms of national and international standards.
2) To explain the main elements of teaching strategies, methods and techniques, material design and assessment and evaluation processes that affect the development of educational technology integration.
3) To develop competencies related to software languages, operating systems, computer networks and computer hardware.
3) To use the most appropriate curriculum frameworks to plan lessons and activities based on active and student-centered learning integrated with technology.
4) To use the most appropriate curriculum frameworks to plan lessons and activities based on active and student-centered learning integrated with technology.
5) To plan, implement and evaluate classroom activities that utilize cutting-edge technologies to foster creativity, problem solving and critical thinking using scientific methods.
6) To build strong theoretical and applied models to develop solutions to problems that focus on systems and human development within a learning organization. 
7) To review, evaluate and recommend strategies for technology integration based on the interests, needs, individual differences and developmental characteristics of students in primary and secondary education.
8) To work individually and collaboratively in a team to carry out activities related to educational technology, information technology and the teaching profession in an interdisciplinary approach.
9) To effectively use and evaluate educational technologies and appropriately designed instructional models as a means of achieving and meeting learning objectives and requirements.
10) To utilize effective metacognitive techniques to make the classroom a community of learners engaged in lifelong learning activities.
11) To prepare trainings and projects related to educational technology for the community and to provide counseling to individuals in enhancing learning through the appropriate use of technology.
12) To implement cost and time sensitive strategies to support individuals and organizations to carry out their work more effectively.
13) To equip teachers to be pioneers and models in the application of technology for educational purposes using ethical and legal standards and to keep pace with changing technology.
14) To investigate efficient design solutions and existing standards used today for educational technologies, curricula, innovations and outcomes related to work, school, education sector and virtual world.
15) To gain fluency in interpersonal communication, teaching frameworks and the use of different technologies in relation to national norms and laws.