Browsing by Author "Ekin, Cansu Cigdem"
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Article Citation - WoS: 9Bibliometric Analysis of Game-Based Researches in Educational Research(int Soc Technology Education & Science-istes, 2022) Ekin, Cansu Cigdem; Gul, AbdulmenafThis research aims to conduct a bibliometric study to describe how game-based educational research is structured and how it has evolved over time. For this purpose, bibliometric analysis has been used to analyze 4980 publications indexed by the Elsevier SCOPUS database between 1967 and May 2021. The related publications were evaluated by analyzing co-authorship, co-occurrence, and citation by considering author, keyword, country, journal, university, and publication variables. As a result of the bibliometric analysis, it was concluded that the United States was leading the field and significantly publishing more studies. Top performing organizations were in Taiwan and the United States. According to the keyword co-occurrence analysis, "game-based learning" was the most used keyword followed by "serious games" and "gamification". Co-authorship status results show that collaboration between researchers in the field was not high and the number of researchers in co-author groups was small. It was found that the most influential research was related to literature review on games and the effectiveness of games on motivation or learning and Computers & Education was the most published and cited journal in game-based educational research.Conference Object Citation - WoS: 1An Undergraduate Curriculum for Deep Learning(Ieee, 2018) Tirkes, Guzin; Ekin, Cansu Cigdem; Sengul, Gokhan; Bostan, Atila; Karakaya, MuratDeep Learning (DL) is an interesting and rapidly developing field of research which has been currently utilized as a part of industry and in many disciplines to address a wide range of problems, from image classification, computer vision, video games, bioinformatics, and handwriting recognition to machine translation. The starting point of this study is the recognition of a big gap between the sector need of specialists in DL technology and the lack of sufficient education provided by the universities. Higher education institutions are the best environment to provide this expertise to the students. However, currently most universities do not provide specifically designed DL courses to their students. Thus, the main objective of this study is to design a novel curriculum including two courses to facilitate teaching and learning of DL topic. The proposed curriculum will enable students to solve real-world problems by applying DL approaches and gain necessary background to adapt their knowledge to more advanced, industry-specific fields.Article Citation - WoS: 8Citation - Scopus: 9Usability Study of a Smart Toy on Students With Intellectual Disabilities(Elsevier, 2018) Ekin, Cansu Cigdem; Cagiltay, Kursat; Karasu, NecdetThis paper introduces a smart toy (SmartAnimals) which provides a mixed reality environment for children with intellectual disabilities. SmartAnimals includes a virtual space including computer based animations, sounds and characters, and a real space including plastic toys, and a receiver panel. SmartAnimals with a flexible context leads children to learn daily life concepts easily. To test usability of SmartAnimals, an empirical study was carried out with 6 children having intellectual disability (ID) and four special education teachers. The findings indicated that smart toys could be beneficial for children with ID especially who have limited concentration. It enables children with easy and fast learning. Smart toys also affect children's performance in a positive way while learning cognitive concepts.
