Search Results

Now showing 1 - 2 of 2
  • Conference Object
    Distance Laboratory Applications Errl
    (Ieee, 2008) Aydin, C. C.; Turkmen, G.; Ozyurt, E.; Aydin, E. U.; Cagiltay, N. E.; Ozbek, M. E.; Kara, A.
    In the last decade, the effect of internet usage in education is gradually increased. When we look from academic perspective, the new technologies provided alternatives for students learning. As distance education becomes important everyday, the indispensable elements of teaching and education, laboratories must be reachable via remote connection. Consequently, the education that is going to be given to the students will be more flexible with respect to place and time constraints and students can reach laboratory facilities at any time and anywhere not only in lectures and practical hours. In this study, European Remote Radio Laboratory (ERRL) which is a distance remote Radio Frequency (RF) laboratory designed for electrical-electronics students, is described generally. The software architecture, infrastructure and experiment that can be done with a remote connection have been described.
  • Conference Object
    Citation - WoS: 1
    Personality Type Indicator Models in Serious Games: a Case Study in a Surgical Navigation Game
    (Ieee, 2015) Menekse, G. G.; Cagiltay, N. E.; Ozcelik, E.
    Serious games are a popular concept in both the research and commercial areas. It is agreed that the concept refers to the use of computer games without the main purpose of pure entertainment. In addition to being entertaining, they have some additional educational or training objectives as well. Serious games are used in different areas such as military, government, educational, corporate, and healthcare. However, according to their individual differences, it is not always possible to provide such an educational environment that fits expectations and preferences of all audience. Hence, personalization is becoming an essential issue in serious game environments, which focus on a human-centered paradigm aiming to provide adaptive and personalized services to the users according to the context. However, how such a personalization should be affectively implemented in the design of serious games is a challenge. This study aims to better understand the affect of personality types on game play. For this purpose, a game-based simulation environment which also records all details of the player during the performance of several tasks in the game play was used. Twenty nine students were asked to play the simulation game. Additionally, their personality types were collected based on the theory of psychological types by Carl Jung, the Myers-Briggs Type Indicator (MBTI) which measures personality preferences as defined by Four Dichotomous pairs of mental functions or attitudes. The correlation between these personality types and individual performance measures of players during the game play was analyzed. However no significant correlation between game parameters and the players' personality types has been recorded. This may be because of the limited number of participants that need to be examined in the future studies.