1.Introduction 1.1 Statement of the Problem The intention of this study is to investigate the relationship between the curriculum of the Design and Development of Educational Games (CET-301) course which is given by Yeditepe University and teacher candidates’ self-efficacy regarding the developing educational software. In Today, computers and other electronic tools has become a crucial part of education with the contribution of huge developments in technological area. Using technology to teach an educational subject or including any kind of technological tools into the learning process has several benefits on students’ academic achievement, motivation, self-concept and engagement (Godzicki, Godzicki, Krofel, & Michaels, 2013; Kachala & Bialo, 1994). Moreover, it has to be emphasized that the main work force who are expected to create educational software in the area is educated in Computer Education and Instructional Technology (CEIT) departments of the universities (Aşkar & Dönmez, 2004). Educational Software is described as the computer software which aims teaching and includes digital teaching material or materials by creating a self-learning environment.
To some this may seem a little early to start teaching children about technology, but the studies prove that the computer is a productive learning tool. Children learn to use the computer at an early age by interacting with their parents and other adults. Children can listen to books being read, learn about the alphabet, numbers, sizes, colors, and shapes. They enjoy learning new things while using the computer. It is fun and gives them a sense of accomplishment because they are doing it by themselves.
I will find out whether or not the method of learning promoted through the use of “Sim City” as a series could be considered for use in the classroom for the future. Through analysing these sources I will also recommend improvements that could be made to the method by which computer games as used as a learning tool for the classroom. 2. Literature review 2.1. Educational games Computer Games can be seen as a new way of teaching children in an engaging way because games are seen as a motivational tool, but why is this?
The class as a whole will play an interactive area software game on mathplayground.com on the Smartboard. Students are motivated and enjoy this type of activity. It allows them to see mathematics in real world situations. The Smartboard allows the students to have an interactive hands on experience (Purdue University, 2007). Students that are actively involved in the instructional process tend to remember information (Moore, 2014).
This course has taught me different techniques that I can use to create effective lesson plans for students. I have learned how to engage students more from the table “Technology Solutions with potential for High Advantage” (Doering, A. H., & Roblyer, M. D., 2017, p56.) such graphic tools, simulations, video-based problem scenarios and tool software. These tools that I have learn will become useful in helping my teaching skills in the classroom. Using the knowledge of technology integration, I can help students and my classmates to analyse, learn, explore and think critically and also to be creative, innovative in this digital age.
Thus, by exposing the students to VLE may initiate their interest in the study. VLE consist of 3D environment which they can interact with the system while they were in learning process. In VLE, students will with the problem solving question and solve it according their level of understanding. Virtual learning environment (VLE), not only provides rich teaching patterns and teaching contents, but also helps to improve learners’ ability of analyzing problems and explo... ... middle of paper ... ...aching and learning in a digital world: A developmental evaluation of virtual learning environments in the Upper Grand and York Region District School Boards. Motiwalla, L. F. (2007).
Schools are going as far as using computer based teaching applications a quarter of the school day to improve students learning. That is not the only way technology has assisted learning. There are many programs that teachers use to facilitate kids learning. Computers can help teachers make learning fun. There are many computer programs that teach lessons in the form of games which kids enjoy and encourages kids to want to learn.
One positive is the ability for a video game to allow a player to achieve goals that have been placed strategically throughout the game by designers (Squire 49-50). By playing a game, the player has the ability to foster a new environment, and this ability can and should be looked at by educators in a manner in which they can manipulate a game and aid students to learn in a different manner. A second positive is the interaction, or possibility for interaction among players (Squire 50-51). This is a positive, because it would allow children to interact with others not only in their classroom... ... middle of paper ... ...ssibility to incorporate video games into the classroom. Video games have been given a bad reputation due to their sometimes violent nature.
The computer and the website are not only used as a technical device to create a Virtual Learning Environment (VLE), they offer additional opportunities to learn what the target language sounds like, feels like to use, and means through the teacher and students communication about the interactions with the computer and the website. Meskil (2005) refers to this learning strategy as triadic
According to the authors “By playing games, children are confronted with problems they must overcome if they want to reach their goals. Through trial and error children learn from their mistakes and efforts to find a solution for the problem” (p. 128). Games are an appropriate tool to foster inquiry skills learners develop by formulating hypothesis, testing and examination. As previously stated students construct knowledge during game play. As students play they learn by constructing their own knowledge and understanding of the world through experience and reflection of their actions.