1 | Course Title: | NEW TECHNOLOGIES IN GERMAN TEACHING |
2 | Course Code: | ALM0004 |
3 | Type of Course: | Optional |
4 | Level of Course: | First Cycle |
5 | Year of Study: | 2 |
6 | Semester: | 3 |
7 | ECTS Credits Allocated: | 4 |
8 | Theoretical (hour/week): | 2 |
9 | Practice (hour/week) : | 0 |
10 | Laboratory (hour/week) : | 0 |
11 | Prerequisites: | None |
12 | Recommended optional programme components: | None |
13 | Language: | Turkish |
14 | Mode of Delivery: | Face to face |
15 | Course Coordinator: | Prof. Dr. YUNUS ALYAZ |
16 | Course Lecturers: | |
17 | Contactinformation of the Course Coordinator: |
Prof. Dr. Yunus Alyaz Uludağ Üniversitesi Eğitim Fakültesi Yabancı Diller Eğitimi Bölümü Alman Dili Eğitimi Anabilim Dalı Görükle Kampüsü 16059 Bursa / Türkiye E-Posta: alyaz@uludag.edu.tr Telefon: + 90 224 294 22 76 |
18 | Website: | |
19 | Objective of the Course: | The aim of this course is introducing contemporary instructional technologies to the prospective German teachers and developing skills to evaluate, choose and use them in their future classes. |
20 | Contribution of the Course to Professional Development |
21 | Learning Outcomes: |
|
22 | Course Content: |
Week | Theoretical | Practical |
1 | Introducing of semester program, preparing of study plan. | |
2 | Explaining the terms education, instruction and technology. An overview of historical development of instructional technology. | |
3 | Web 3.0 technologies in computer assisted German learning. | |
4 | Introduction to mobile assisted language learning. | |
5 | Analyzing the Android- and IOS-mobile applications for German learning. | |
6 | Introduction to digital game based language learning and gamification. | |
7 | Learning German with entertaining adventure games. | |
8 | Learning German with digital serious games. | |
9 | Learning and teaching German with gamified applications. | |
10 | Analyzing German learning games developed for mobile devices. | |
11 | Introduction to learning and teaching foreign languages using augmented and virtual reality applications. | |
12 | Learning and teaching German with augmented reality applications. | |
13 | Learning and teaching German with virtual reality applications. | |
14 | Evaluation of the semester. |
23 | Textbooks, References and/or Other Materials: |
1) Bensetti-Benbader, H., Brown, D. (2019). Language Acquisition with Augmented and Virtual Reality”, Proceedings of Society for Information Technology & Teacher Education International Conference, Association for the Advancement of Computing in Education (AACE), 1730-1734. 2) Berti, M. 2019. ““You can almost feel like you are in the place presented”: Implementing Virtual Reality in the Language Classroom”, European Association for Computer Assisted Language Learning, EUROCALL/CALICO Virtual Worlds and Serious Games SIG. 3) Allonce, R., Gayles, G., Icel, N., & Kapil, S. (2019). Brocca: Social Language Learning in Virtual Reality. Carnegie Mellon University, Pennsylvania, 1-18. https://static1.squarespace.com/static/5c8ac055840b1615d0ce05f3/t/5ceae838085229ffac093023/1558898747349/Brocca.pdf 4) Gabriel, S. (2016). Spielend Fremdsprachen lernen – Wie können digitale Spiele den Fremdsprachenerwerb unterstützen? Eine kurze Übersicht über den derzeitigen Stand der Forschung. Medienimpulse, 54(3), 1-25. 5)Blume, C. (2019). Games people (don’t) play: An analysis of pre-service EFL teachers’ behaviors and beliefs regarding digital game-based language learning. Computer Assisted Language Learning, 33 (1-6), 109-132, doi: 10.1080/09588221.2018.1552599 6) Wolf, Sebastian (2013). Hausaufgabe: Rette die Prinzessin! Entstehung, Geschichte und Didaktik der Computer- und Videospielemusik. Hamburg: Diplomica Verlag. 7) Dalgarno, B., Lee, M. J. (2010). What Are the Learning Affordances of 3-D Virtual Environments?”, British Journal of Educational Technology, 41(1), 10-32. 8) Boyles, B. (2017). Virtual Reality and Augmented Reality in Education, Center For Teaching Excellence, United States Military Academy, West Point, NY. 9) O'Brien, M. G., Levy, R., ve Orich, A. (2009). Virtual Immersion: The Role of CAVE and PC Technology, CALICO Journal, 26(2), 337. 10) Chinnery, G.M. (2006). Emerging Technologies Going to the MALL: Mobile Assisted Language Learning. Language Learning & Technology, 10(1), 9-16. |
24 | Assesment |
TERM LEARNING ACTIVITIES | NUMBER | PERCENT |
Midterm Exam | 1 | 25 |
Quiz | 0 | 0 |
Homeworks, Performances | 1 | 25 |
Final Exam | 1 | 50 |
Total | 3 | 100 |
Contribution of Term (Year) Learning Activities to Success Grade | 50 | |
Contribution of Final Exam to Success Grade | 50 | |
Total | 100 | |
Measurement and Evaluation Techniques Used in the Course | ||
Information |
25 | ECTS / WORK LOAD TABLE |
Activites | NUMBER | TIME [Hour] | Total WorkLoad [Hour] |
Theoretical | 14 | 2 | 28 |
Practicals/Labs | 0 | 0 | 0 |
Self Study and Preparation | 15 | 3 | 45 |
Homeworks, Performances | 1 | 15 | 15 |
Projects | 1 | 25 | 25 |
Field Studies | 0 | 0 | 0 |
Midtermexams | 1 | 2 | 2 |
Others | 0 | 0 | 0 |
Final Exams | 1 | 2 | 2 |
Total WorkLoad | 117 | ||
Total workload/ 30 hr | 3,9 | ||
ECTS Credit of the Course | 4 |
26 | CONTRIBUTION OF LEARNING OUTCOMES TO PROGRAMME QUALIFICATIONS | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
|
LO: Learning Objectives | PQ: Program Qualifications |
Contribution Level: | 1 Very Low | 2 Low | 3 Medium | 4 High | 5 Very High |