ICITS2011 WORKSHOPS
Two workshop proposal has been accepted for presentation at ICITS 2011.
WORKSHOP TITLE : USING COMPUTER GAMES in EDUCATION
WORKSHOP TITLE : Life 3.0: New web based technologies for everyday and educational uses
THEME OF THE WORKSHOP : Since its introduction to the masses in the early 1990s, the Internet has grown into an important form of media, transforming everyday culture into a “digital culture” that is increasingly dependent on digital media and forms of communication. It has created a “new media revolution- the shift of all culture to computer-mediated forms of production, distribution, and communication” The inhabitants of this world of the Internet have become “digital citizens” or “netizens,” an identity which transcends their nationality, ethnicity, or religion. This transformation has been further transubstantiated in unpredictable ways with the advancement of Web 2.0 applications, such as Facebook, Twitter, Digg, LinkedIn, etc. By enabling user contribution to websites and user control on the content of these websites, which trigger an increased interaction and participation of users and create network effects. Even though such applications gone viral all around the world in such short time, their adoption in Turkey seems to be much slower. This workshop aims to speed up this process, while bringing participants of this workshop up to speed about such useful everyday applications as well as their integration in education.
OBJECTIVES : This workshop aims to: * define what is Web 2.0, Web 3.0 * describe the development of such technologies and their impact on everyday life and culture as well as on education * introduce various Web 2.0 applications and * describe and demonstrate how they can be integrated into teaching and learning for different purposes. * provide hands-on experience for participants.
PROCESS DESIGN OF THE WORKSHOP : I will start with the definition of Web 2.0 and Web 3.0 and will briefly describe the development of such technologies and their impact on everyday life and culture as well as on education. Then, I will introduce various Web 2.0 applications one by one and demonstrate how they can be integrated into teaching and learning for different purposes. Finally I will provide hands-on experience for participants to try some of the applications themselves. The presentation will be available on the web, which will be submitted once the workshop is confirmed.
WORKSHOP TIMING : 2 hours is ok.
AN ESTIMATE OF THE NUMBERS ATTENDING THE WORKSHOP : 30
WORKSHOP TEAM : Göknur Kaplan Akıllı, PhD.
Games like gold miner games and games for mobile gamikro games to people around the world.