Topallı, Damla

Loading...
Profile Picture
Name Variants
D.,Topallı
Topallı,D.
Damla, Topalli
Topalli, D.
D., Topalli
Topallı, Damla
D.,Topalli
T.,Damla
Topalli,D.
Damla, Topallı
D., Topallı
Topalli, Damla
T., Damla
Job Title
Doktor Öğretim Üyesi
Email Address
damla.topalli@atilim.edu.tr
Main Affiliation
Information Systems Engineering
Status
Website
ORCID ID
Scopus Author ID
Turkish CoHE Profile ID
Google Scholar ID
WoS Researcher ID

Sustainable Development Goals

NO POVERTY1
NO POVERTY
0
Research Products
ZERO HUNGER2
ZERO HUNGER
0
Research Products
GOOD HEALTH AND WELL-BEING3
GOOD HEALTH AND WELL-BEING
0
Research Products
QUALITY EDUCATION4
QUALITY EDUCATION
11
Research Products
GENDER EQUALITY5
GENDER EQUALITY
0
Research Products
CLEAN WATER AND SANITATION6
CLEAN WATER AND SANITATION
0
Research Products
AFFORDABLE AND CLEAN ENERGY7
AFFORDABLE AND CLEAN ENERGY
0
Research Products
DECENT WORK AND ECONOMIC GROWTH8
DECENT WORK AND ECONOMIC GROWTH
1
Research Products
INDUSTRY, INNOVATION AND INFRASTRUCTURE9
INDUSTRY, INNOVATION AND INFRASTRUCTURE
0
Research Products
REDUCED INEQUALITIES10
REDUCED INEQUALITIES
0
Research Products
SUSTAINABLE CITIES AND COMMUNITIES11
SUSTAINABLE CITIES AND COMMUNITIES
0
Research Products
RESPONSIBLE CONSUMPTION AND PRODUCTION12
RESPONSIBLE CONSUMPTION AND PRODUCTION
0
Research Products
CLIMATE ACTION13
CLIMATE ACTION
0
Research Products
LIFE BELOW WATER14
LIFE BELOW WATER
0
Research Products
LIFE ON LAND15
LIFE ON LAND
0
Research Products
PEACE, JUSTICE AND STRONG INSTITUTIONS16
PEACE, JUSTICE AND STRONG INSTITUTIONS
0
Research Products
PARTNERSHIPS FOR THE GOALS17
PARTNERSHIPS FOR THE GOALS
1
Research Products
Documents

14

Citations

266

h-index

6

Documents

0

Citations

0

Scholarly Output

39

Articles

12

Views / Downloads

20/0

Supervised MSc Theses

12

Supervised PhD Theses

4

WoS Citation Count

193

Scopus Citation Count

263

Patents

0

Projects

0

WoS Citations per Publication

4.95

Scopus Citations per Publication

6.74

Open Access Source

5

Supervised Theses

16

JournalCount
9th Annual International Conference of Education, Research and Innovation (iCERi) -- NOV 14-16, 2016 -- Seville, SPAIN4
9th International Conference on Education and New Learning Technologies (EDULEARN) -- JUL 03-05, 2017 -- Barcelona, SPAIN2
2016 Medical Technologies National Conference, TIPTEKNO 2016 -- 2016 Medical Technologies National Conference, TIPTEKNO 2016 -- 27 October 2016 through 29 October 2016 -- Antalya -- 1266332
Journal of Eye Movement Research2
Medical Technologies National Conference (TIPTEKNO) -- OCT 27-29, 2016 -- Antalya, TURKEY2
Current Page: 1 / 3

Scopus Quartile Distribution

Competency Cloud

GCRIS Competency Cloud

Scholarly Output Search Results

Now showing 1 - 10 of 20
  • Conference Object
    Citation - WoS: 1
    Gamification in Neurosurgery Education
    (Iated-int Assoc Technology Education & development, 2017) Topalli, Damla; Cagiltay, Nergiz Ercil
    Nowadays, gamification is becoming popular as a new form of education in healthcare applications, due to the need of creating more effective educational practices. Educators in healthcare field are currently applying strategies used in popular games to create more engaging learning environments. Studies in the literature show that, creating learning environments by using gamification leads to better improved learning. The main goal of this approach is to increase the motivation of the participant. Accordingly, this study aims to examine the effect of gamification on learning in neurosurgery education. In order to better understand this effect of gamification on learning, a surgical simulation game "Wire Haptic in Dark" is developed in two versions by applying gamification techniques as a part of Endoneurosurgery Education Project (ECE). The scenario is developed in two versions: one containing some gamification attributes and the other one not including any gamification attributes. The gamification version of the scenario is designed by showing the time passed to perform the task successful, the score of the participant on the screen while playing the game and including sounds in case of the collision during the game, whereas the other version is created without sound, time and score information. The experimental results of this study reveal that gamification enhances the performance as well as the motivation of the participant. As motivation increases, participant performance in a given game task becomes more effective. The results of this study aimed to help the surgical educators and the instructional system designers to improve the benefits of using gamification in learning environments for the surgical education programs.
  • Article
    Citation - WoS: 6
    Citation - Scopus: 6
    Understanding the Effect of Handedness on Both-Handed Task Performance: an Experimental Study Based on a Haptic-Controlled, Simulation-Based Surgical Skill Training Scenario
    (Taylor & Francis inc, 2019) Topalli, Damla; Eyuboglu, Burak Gokberk; Cagiltay, Nergiz Ercil
    Understanding the performance on both-handed tasks, such as endoscopic surgery, is critical to better organize and develop appropriate instructional systems to improve the necessary skills of surgeons. However, in the literature, only a limited number of studies have investigated the effect of handedness on both-handed task performance. This study aimed to provide an understanding of the participants' performance differences while performing both-handed tasks through a haptic user interface in a simulated virtual environment specifically developed for surgical training purposes. Twenty-four surgeons attending a medical school in Turkey voluntarily participated in the study. The duration, accuracy, and collision measures were automatically recorded by software. The results revealed that the left-handed participants performed the both-handed tasks (camera: nondominant hand, tool: dominant-hand) in a significantly shorter time than the right-handed participants. This study also showed that haptic-controlled simulation-based surgical skill training systems can potentially provide measures for better understanding the individual behaviors and deliver alternative training environments specific to individual requirements.
  • Article
    Citation - WoS: 22
    Citation - Scopus: 37
    Performing and Analyzing Non-Formal Inspections of Entity Relationship Diagram (erd)
    (Elsevier Science inc, 2013) Cagiltay, Nergiz Ercil; Tokdemir, Gul; Kilic, Ozkan; Topalli, Damla
    Designing and understanding of diagrammatic representations is a critical issue for the success of software projects because diagrams in this field provide a collection of related information with various perceptual signs and they help software engineers to understand operational systems at different levels of information system development process. Entity relationship diagram (ERD) is one of the main diagrammatic representations of a conceptual data model that reflects users' data requirements in a database system. In today's business environment, the business model is in a constant change which creates highly dynamic data requirements which also requires additional processes like modifications of ERD. However, in the literature there are not many measures to better understand the behaviors of software engineers during designing and understanding these representations. Hence, the main motivation of this study is to develop measures to better understand performance of software engineers during their understanding process of ERD. Accordingly, this study proposes two measures for ERD defect detection process. The defect detection difficulty level (DF) measures how difficult a defect to be detected according to the other defects for a group of software engineers. Defect detection performance (PP) measure is also proposed to understand the performance of a software engineer during the defect detection process. The results of this study are validated through the eye tracker data collected during the defect detection process of participants. Additionally, a relationship between the defect detection performance (PP) of a software engineer and his/her search patterns within an ERD is analyzed. Second experiment with five participants is also conducted to show the correlation between the proposed metric results and eye tracker data. The results of experiment-2 also found to be similar for DF and PP values. The results of this study are expected to provide insights to the researchers, software companies, and to the educators to improve ERD reasoning process. Through these measures several design guidelines can be developed for better graphical representations and modeling of the information which would improve quality of these diagrams. Moreover, some reviewing instructions can be developed for the software engineers to improve their reviewing process in ERD. These guidelines in turn will provide some tools for the educators to improve design and review skills of future software engineers. (c) 2013 Elsevier Inc. All rights reserved.
  • Article
    Citation - WoS: 7
    Citation - Scopus: 7
    Classification of Intermediate and Novice Surgeons' Skill Assessment Through Performance Metrics
    (Sage Publications inc, 2019) Topalli, Damla; Cagiltay, Nergiz Ercil
    Background. Endoscopic surgeries have become an alternative for open procedures whenever possible. For such types of operations, surgeons are required to gain several skills, whose development needs hands-on practice. Accordingly, gaining these skills today is a challenge for surgical education programs. Despite the development of several technology-enhanced training environments, there are still problems to better integrate these technologies into educational programs. For an appropriate integration, it is critical to assess the skill levels and adapt the training content according to the trainees' requirements. In the literature, there exist several methods for assessing these skill levels. However, there are still problems in practice for objective and repetitive assessment. Methods. The present study aims to estimate the skill levels of participants in surgical training programs in an objective manner by collecting experimental data from residents in an endoscopic surgical simulation environment and gathering performance metrics. Results. It is shown that, by comparing the results of a number of classification algorithms for the best accuracy estimation and feature set, the "novice" and "intermediate" skill levels can be estimated with an accuracy of 86%. Conclusions. The outcomes help surgical educators and instructional system designers to better assess the skill levels of the trainees and guide them accordingly. In addition, objective assessments as highlighted in this study can be beneficial when designing technology-enhanced adaptive learning environments.
  • Article
    Citation - WoS: 137
    Citation - Scopus: 187
    Improving Programming Skills in Engineering Education Through Problem-Based Game Projects With Scratch
    (Pergamon-elsevier Science Ltd, 2018) Topalli, Damla; Cagiltay, Nergiz Ercil
    Nowadays, programming skills are receiving widespread attention for different age groups alongside occupational education programs to better prepare individuals for their future careers. However, introducing programming concepts in an appropriate manner is a challenge in higher education. The main assumption of this study is that enhancing the classical introduction to programming courses through real-life problem-based game development with Scratch programming environment potentially improves the learners' programming skills and motivation. Accordingly, in this study, during one academic semester period, the Introduction to Programming course for engineering students is enriched up to a certain level through real-life game development projects with Scratch. The students are followed within a four-year period starting from freshman until their graduation. The progress of the students who have taken the Introduction to Programming course in enriched or classical form in the fourth year Senior-project course are evaluated. The results show that by slightly improving the course curriculum through real-life game development projects in the Scratch environment, students' performance on the graduation projects improved significantly. As a conclusion, game-based learning, problem-based learning, visual programming and projects are technologies that can potentially help learners to perform better in the introduction to programming course, in turn affecting their performances in projects.
  • Conference Object
    Neuronavigation Skill Training Through Simulation: Insights From Eye Data
    (Iated-int Assoc Technology Education A& development, 2016) Cagiltay, N. E.; Topalli, D.; Borcek, A. O.; Tokdemir, G.; Maras, H. H.; Tonbul, G.; Aydin, E.
    Neuronavigation systems are developed to support the brain surgery operations. Because of its complex anatomical structure, the neurosurgery is a risky and critical operation. The surgeon is required to perform the operation in a very small area with very restricted movements. The neuronavigation systems are developed to help the surgeon during the operation to show the current position of the surgery with respect to the 3D virtual model of the patient. In these systems, the 3D virtual model of the patient is created according to the medical data (MRI/BT) of the patient. Hence these systems work like navigations systems that are used in driving a car. The surgeon uses this system by controlling the system through a software interface and its user interface and correlates the current position of the operation with the 3D patient virtual model. In this way the surgeon checks the critical anatomical structures through this system and eliminates possible risks. Hence surgeons who will perform such operations are required to develop several skills to manage this very complicated environment. They are required to perform the operation according to the information coming from the navigation display. Additionally, in order to reach relevant information from the navigation display they have to control the navigation panel. In order to prepare surgeons to manage this very complicated environment, their required skills need to be improved during the training period. In this study, to better understand the surgeons' behaviours while managing the tasks related to the surgical navigation procedures, a simulation based environment is developed and an experimental study is conducted with 10 people. Their eye data and their performance data is recorded based on the simulated tasks. The results of the study is analysed statistically and descriptively. The results show that it is possible to control a neuronavigation display through eye movements which could be an alternative human-computer interaction option for designing the neuronavigation systems' user interfaces. Secondly, it is shown that performing a task according to the results of a second information source (neuronavigation system) lowers the general performance in terms of travelled distance with the operation tool and camera (endoscope). However the success level while performing each task and the time spent values are similar in both cases. On the other hand the number of errors is higher in the first scenario. Hence, the surgical education programs need to provide appropriate solutions to better understand and measure the skill levels of trainees on such tasks and to improve their skills through virtual practice systems.
  • Master Thesis
    Karmaşık Sistemler için Veritabanı Tasarım Yöntemi
    (2013) Topallı, Damla; Çağıltay, Nergiz Ercil
    Yazılımın kalitesi, kullanıcıların ihtiyaçlarını ve memnuniyetlerini sağlamakla doğrudan ilgilidir. Kullanıcı gereksinimlerini yazılım süreçlerine yansıtmak için, veritabanı modelinin doğru tasarlanması, yazılım geliştirme sürecinde kritik bir aşamayı oluşturur. Veritabanı tasarımı, kullanıcıların veriler ile ilgili tüm gereksinimleri modellemeleri için önemli bir araçtır. Veritabanı tasarımındaki olası hatalı durumlar, tüm yazılım geliştirme süreçlerine yansımaktadır. Olası hatalı durumlar aynı zamanda yazılımda ve amaçlanan sistemin işlevselliğinde sürekli değişimlere de sebep olabilmektedir. Bu durum kullanıcıların memnuniyetsizliğiyle sonuçlanabilir. Bu bağlamda, kullanıcı gereksinimlerini veritabanı modelinde tam olarak yansıtmak ve veritabanının yazılım geliştirme sürecinde yer alan herkes tarafından doğru anlaşılması, yazılım sistemleri geliştirmedeki başarıyı doğrudan etkileyen bir faktördür. Bu çalışmada, karmaşıklık derecesini azaltarak veritabanı modellerinin anlaşılabilirliğini artırmak ve yazılım kalitesini yükseltmek amacıyla iki aşamalı bir kavramsal veri modelleme yöntemi önerilmektedir. Bu çalışmanın başında önerilen iki aşamalı kavramsal veri modelleme anlatılmaktadır. Sonrasında deneysel çalışmalar ve formüller yoluyla, önerilen yöntemin yazılım mühendislerinin kavrayışı üzerindeki etkisi incelenmekte ve sonuçlar değerlendirilmektedir. Bu çalışmanın sonucunda, önerilen iki aşamalı kavramsal modelleme yönteminin yazılım mühendislerinin kavrayışını kolaylaştırdığı ve bu aşamadaki olası hataları önleyebileceği görülmektedir.
  • Conference Object
    Simulation Based Surgical Education Programs and Hand Performance;
    (Institute of Electrical and Electronics Engineers Inc., 2017) Eyuboglu,B.G.; Topalli,D.; Cagiltay,N.E.; Tonbul,G.
    The performance of the left- and right-hands of a person may be different from each other. In general, people use one hand with a superior performance compared to the other hand where that hand is preferred for performing daily activities. It is critical to understand their preference for right or left hand use, especially in cases where the skills should be improved to use both hands precisely in activities required special abilities such as endoscopic surgical operations. A better understanding of these cases will improve the quality of existing surgical education programs, and make a major contribution specifically in designing, improving and managing of simulation-based instructional technologies. In this study, the right- and left-hand preferences (handedness) of people are analyzed from the literature and a simulation-based experimental study is conducted in order to examine the performance differences of the participants while using their right and left hands. The results of this study aimed to guide the curriculum designers and instructional system developers for better designing and developing simulation-based surgical education programs. © 2016 IEEE.
  • Conference Object
    Citation - Scopus: 4
    Abstract conceptual database model approach
    (2013) Çaĝiltay,N.E.; Topalli,D.; Aykaç,Y.E.; Tokdemir,G.
    One of the main objectives of the software engineers is to provide software related solutions for social problems and to increase the availability of social welfare. In that sense, the quality of the software is directly related to address the users' needs and their level of satisfaction. To reflect user requirements to the software processes, the correct design of the database model provides a critical stage during software development. Database design is a fundamental tool for modeling all the requirements related to users' data. The possible faulty conditions in database design have adverse effects on all of the software development processes. The possible faulty conditions can also cause continuous changes in the software and the desired functionality of the targeted system which may result in user dissatisfaction. In this context, reflecting the user requirements accurately in the database model and understanding of the database model correctly by every person involved in the software development process is the factor that directly affects the success of software systems' development. In this study, a two-stage conceptual data modeling approach is proposed to reduce the level of complexity, to improve the understandability of database models and to improve the quality of the software. This study first describes the proposed two-stage conceptual data modeling. Than the proposed method's impact on software engineers' comprehension is also investigated and the results are compared with the degree of complexity of the related conceptual data models. Results of this study show that, the proposed two-stage conceptual modeling approach improves the understanding levels of software engineers and eliminated possible defects in this stage. © 2013 The Science and Information Organization.
  • Conference Object
    Neuronavigation systems and passive usage problem;
    (Institute of Electrical and Electronics Engineers Inc., 2017) Cagiltay,N.; Topalli,D.; Borcek,A.O.; Tokdemir,G.; Maras,H.; Tonbul,G.; Aydin,E.
    Nowadays, neuronavigation systems are used in brain surgery procedures, known as a technology to help the surgeon during the operational period. However, the surgeons have faced several problems with the existing systems. Some of these problems are related to the systems software and user interfaces. In this study, such problems are examined and the 'Passive Usage' term is added to the literature by establishing a connection between the problems of endoscopic surgical procedures and similar issues occurred in other domains. The passive usage problem is generalized on different domains for the first time with this study. The results of the study expected to gather up the similar passive usage problems experienced in different domains. Accordingly, the methodologies and studies that are conducted in different research areas may lead to eliminate the Passive Usage problems efficiently. © 2016 IEEE.