Gamification in Neurosurgery Education

dc.authorwosid Cagiltay, Nergiz/O-3082-2019
dc.contributor.author Topalli, Damla
dc.contributor.author Cagiltay, Nergiz Ercil
dc.contributor.other Information Systems Engineering
dc.contributor.other Software Engineering
dc.date.accessioned 2024-10-06T11:00:15Z
dc.date.available 2024-10-06T11:00:15Z
dc.date.issued 2017
dc.department Atılım University en_US
dc.department-temp [Topalli, Damla] Atilim Univ, Comp Engn Dept, Ankara, Turkey; [Cagiltay, Nergiz Ercil] Atilim Univ, Software Engn Dept, Ankara, Turkey en_US
dc.description.abstract 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. en_US
dc.description.sponsorship Scientific and Technological Research Council of Turkey (ECE: Tubitak 1001) [112K287]; TUBITAK 1001 program en_US
dc.description.sponsorship This study is conducted as part of Endoneurosurgery education project which is supported by The Scientific and Technological Research Council of Turkey (ECE: Tubitak 1001, Project No: 112K287). The authors would like to thank the support of TUBITAK 1001 program for realizing this research. en_US
dc.description.woscitationindex Conference Proceedings Citation Index - Science - Conference Proceedings Citation Index - Social Science &amp- Humanities
dc.identifier.citationcount 0
dc.identifier.endpage 6584 en_US
dc.identifier.isbn 9788469737774
dc.identifier.issn 2340-1117
dc.identifier.startpage 6580 en_US
dc.identifier.uri https://hdl.handle.net/20.500.14411/9092
dc.identifier.wos WOS:000493048101098
dc.institutionauthor Topallı, Damla
dc.institutionauthor Çağıltay, Nergiz
dc.language.iso en en_US
dc.publisher Iated-int Assoc Technology Education & development en_US
dc.relation.ispartof 9th International Conference on Education and New Learning Technologies (EDULEARN) -- JUL 03-05, 2017 -- Barcelona, SPAIN en_US
dc.relation.ispartofseries EDULEARN Proceedings
dc.relation.publicationcategory Konferans Öğesi - Uluslararası - Kurum Öğretim Elemanı en_US
dc.rights info:eu-repo/semantics/closedAccess en_US
dc.subject Gamification en_US
dc.subject surgical simulation en_US
dc.subject neurosurgery education en_US
dc.title Gamification in Neurosurgery Education en_US
dc.type Conference Object en_US
dc.wos.citedbyCount 1
dspace.entity.type Publication
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