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Article Citation - WoS: 3Citation - Scopus: 3Expectancy From, and Acceptance of Augmented Reality in Dental Education Programs: a Structural Equation Model(Wiley, 2024) Toker, Sacip; Akay, Canan; Basmaci, Fulya; Kilicarslan, Mehmet Ali; Mumcu, Emre; Cagiltay, Nergiz ErcilObjectiveDental schools need hands-on training and feedback. Augmented reality (AR) and virtual reality (VR) technologies enable remote work and training. Education programs only partially integrated these technologies. For better technology integration, infrastructure readiness, prior-knowledge readiness, expectations, and learner attitudes toward AR and VR technologies must be understood together. Thus, this study creates a structural equation model to understand how these factors affect dental students' technology use.MethodsA correlational survey was done. Four questionnaires were sent to 755 dental students from three schools. These participants were convenience-sampled. Surveys were developed using validity tests like explanatory and confirmatory factor analyses, Cronbach's alpha, and composite reliability. Ten primary research hypotheses are tested with path analysis.ResultsA total of 81.22% responded to the survey (755 out of 930). Positive AR attitude, expectancy, and acceptance were endogenous variables. Positive attitudes toward AR were significantly influenced by two exogenous variables: infrastructure readiness (B = 0.359, beta = 0.386, L = 0.305, U = 0.457, p = 0.002) and prior-knowledge readiness (B = -0.056, beta = 0.306, L = 0.305, U = 0.457, p = 0.002). Expectancy from AR was affected by infrastructure, prior knowledge, and positive and negative AR attitudes. Infrastructure, prior-knowledge readiness, and positive attitude toward AR had positive effects on expectancy from AR (B = 0.201, beta = 0.204, L = 0.140, U = 0.267, p = 0.002). Negative attitude had a negative impact (B = -0.056, beta = -0.054, L = 0.091, U = 0.182, p = 0.002). Another exogenous variable was AR acceptance, which was affected by infrastructure, prior-knowledge preparation, positive attitudes, and expectancy. Significant differences were found in infrastructure, prior-knowledge readiness, positive attitude toward AR, and expectancy from AR (B = 0.041, beta = 0.046, L = 0.026, U = 0.086, p = 0.054).ConclusionInfrastructure and prior-knowledge readiness for AR significantly affect positive AR attitudes. Together, these three criteria boost AR's potential. Infrastructure readiness, prior-knowledge readiness, positive attitudes toward AR, and AR expectations all increase AR adoption. The study provides insights that can help instructional system designers, developers, dental education institutions, and program developers better integrate these technologies into dental education programs. Integration can improve dental students' hands-on experience and program performance by providing training options anywhere and anytime.Conference Object How Assessment System of an Open Source Learning Management System Can Be Integrated To a Remote Laboratory Application? Problems and Solutions(Ieee, 2007) Aydin, Cansu Cigdem; Cagiltay, Nergiz ErcilMost of the education programs need an assessment system for formative and summative evaluation purposes. Similarly, in the ERRL* project which is a distance remote radio frequency laboratory application, assessment system is required. However, developing an assessment system cost is very high and requires some extra time for testing and development purposes. Open source systems provide these services in a standard way. Since the source is open, it is possible to make some modifications to better adapt these systems to the requirements of developed systems. Similarly, in the Moodle part of the system we need to integrate the test and the experiment platforms. hi order to better guide the learners in the system, they should take some tests about the devices and the theoretical content included in the system. It is important to prevent users Who do not have the enough knowledge directed to the experiments platform. These testing requirements should be integrated into the remote laboratory system, so that, the learners should not need to jump between different systems and interfaces. This article presents implementation process of open source Learning Management System software's assessment module to a remote laboratory application and it also discusses the advantages, disadvantages of using an open source Web based assessment system.Article Citation - WoS: 3Evaluation of the Effects of Avatar on Learning Temporomandibular Joint in a Metaverse-Based Training(Wiley, 2024) Basmaci, Fulya; Bulut, Ali Can; Ozcelik, Erol; Ekici, Saliha Zerdali; Kilicarslan, Mehmet Ali; Cagiltay, Nergiz ErcilPurposeAvatars, representing users in the digital world, can influence users' behavior and attitudes. This study evaluates the impact of representing dental students receiving temporomandibular joint (TMJ) education in the metaverse via an anonymous or identified avatar.MethodsParticipants included 80 dental students in their fourth and fifth years of study. They were randomly assigned to either the avatar group (identified avatar) or the control group (anonymous avatar). Prior to training, participants completed a demographic questionnaire and a pretraining knowledge assessment. TMJ training was conducted in the metaverse for both groups. Pre- and post-training assessments included the Spielberger State-Trait Anxiety Inventory and a shyness scale to ensure group comparability. A post-test consisting of five questions was administered to both groups after 2 weeks of training.ResultsThere were no significant differences in pretraining scores for prior knowledge (p = 0.67), trait anxiety (p = 0.28), state anxiety (p = 0.92), or shyness (p = 0.42) between the avatar and control groups, indicating comparability at baseline. Post-training analysis revealed significantly higher post-test scores in the avatar group (median = 80) compared to the control group (median = 60) (p = 0.03).ConclusionsMetaverse environments offer various benefits for students, educators, and educational institutions in health education programs. Representing learners and their identities in training environments can enhance learning outcomes.Article Citation - WoS: 137Citation - Scopus: 187Improving Programming Skills in Engineering Education Through Problem-Based Game Projects With Scratch(Pergamon-elsevier Science Ltd, 2018) Topalli, Damla; Cagiltay, Nergiz ErcilNowadays, 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.Article Citation - WoS: 70Citation - Scopus: 82The Effect of Uncertainty on Learning in Game-Like Environments(Pergamon-elsevier Science Ltd, 2013) Ozcelik, Erol; Cagiltay, Nergiz Ercil; Ozcelik, Nese SahinConsidering the role of games for educational purposes, there has an increase in interest among educators in applying strategies used in popular games to create more engaging learning environments. Learning is more fun and appealing in digital educational games and, as a result, it may become more effective. However, few research studies have been conducted to establish principles based on empirical research for designing engaging and entertaining games so as to improve learning. One of the essential characteristics of games that has been unexplored in the literature is the concept of uncertainty. This study examines the effect of uncertainty on learning outcomes. In order to better understand this effect on learning, a game-like learning tool was developed to teach a database concept in higher education programs of software engineering. The tool is designed in two versions: one including uncertainty and the other including no uncertainty. The experimental results of this study reveal that uncertainty enhances learning. Uncertainty is found to be positively associated with motivation. As motivation increases, participants tend to spend more time on answering the questions and to have higher accuracy in these questions. (C) 2013 Elsevier Ltd. All rights reserved.Conference Object The Borderline Between Serious Games and Simulations(Iated-int Assoc Technology Education & development, 2014) Guney, Sinem; Cagiltay, Nergiz Ercil; Tuner, Emre; Cereci, IbrahimGame and simulation-based environments allow trainees to develop motor and cognitive skills as well as to provide some very detailed measurement values which in turn provide a feedback mechanism. It is a well known fact that games and simulation are potentially creating safer and cheaper active learning environments. Even when several benefits of games and simulations are reported in the literature, there is no exact definition of a game and simulation drawing the borders in between. Hence this causes to some complexities and misunderstandings in the field. Accordingly, in this study a definition for simulations and games is searched by being based on the studies found in the literature. Based on these definitions a borderline for the games and simulations will be provided. Results of study aim to guide the educational technology designers by better defining their education designs and better understanding their affect on the educational environments.Conference Object Citation - WoS: 17Citation - Scopus: 23Maintenance, Sustainability and Extendibility in Virtual and Remote Laboratories(Elsevier Science Bv, 2011) Kara, Ali; Ozbek, Mehmet Efe; Cagiltay, Nergiz Ercil; Aydin, ElifThis study presents discussions on sustainability of Virtual and Remote Laboratories (VRL), and provides challenges toward maintenance of VRLs. Technical and pedagogical issues in extension and sustenance of VRLs are discussed with the experiences of the authors gained in the development of a VRL system, European Remote Radio Laboratory (ERRL) platform. Moreover, the study presents actions to be taken in sustenance plan and expendability of VRL system with the advances in Information and Communication Technologies (ICT) and educational technologies along with the needs of educators and learners in formal education. (C) 2011 Published by Elsevier Ltd.Article Citation - WoS: 8Citation - Scopus: 10Evaluation of Ten Open-Source Eye-Movement Classification Algorithms in Simulated Surgical Scenarios(Ieee-inst Electrical Electronics Engineers inc, 2019) Dalveren, Gonca Gokce Menekse; Cagiltay, Nergiz ErcilDespite providing several insights into visual attention and evidence regarding certain brain states and psychological functions, classifying eye movements is a highly demanding process. Currently, there are several algorithms to classify eye movement events which use different approaches. However, to date, only a limited number of studies have assessed these algorithms under specific conditions, such as those required for surgical training programmes. This study presents an investigation of ten open-source eye-movement classification algorithms using the Eye Tribe eye-tracker. The algorithms were tested on the eye-movement records obtained from 23 surgical residents, who performed computer-based surgical simulation tasks under different hand conditions. The aim was to offer data for the improvement of surgical training programmes. According to the results, due to the different classification methods and default threshold values, the ten algorithms produced different results. Considering the fixation duration, the only common event for all of the investigated algorithms, the binocular-individual threshold (BIT) algorithm resulted in a different clustering compared to the other algorithms. Based on the other set of common events, three clusters were determined by eight algorithms (except BIT and event detection (ED)), distinguishing dispersion-based, velocity-based and modified versions of velocity-based algorithms. Accordingly, it was concluded that dispersion-based and velocity-based algorithms provided different results. Additionally, as it individually specifies the threshold values for the eye-movement data, when there is no consensus about the threshold values to be set, the BIT algorithm can be selected. Especially for such cases like simulation-based surgical skill-training, the use of individualised threshold values in the BIT algorithm can be more beneficial in classifying the raw eye data and thus evaluating the individual progress levels of trainees based on their eye movement behaviours. In conclusion, the threshold values had a critical effect on the algorithm results. Since default values may not always be suitable for the unique features of different data sets, guidelines should be developed to indicate how the threshold values are set for each algorithm.Article Citation - WoS: 2Citation - Scopus: 4Mobile Application Software Requirements Specification From Consumption Values(Mdpi, 2023) Derawi, Mohammad; Dalveren, Gonca Gokce Menekse; Cagiltay, Nergiz ErcilIn today's society, mobile applications are becoming more popular and providing several advantages. However, users will resist using a product regardless of how well-tested or solid it is if the wrong requirements are implemented. Understanding the factors that influence the purchase of mobile applications can provide useful information for mobile application design and development. Hence, the purpose of this research is to better understand the impact of consumption values on customers in order to identify the software requirements for a mobile application. This study analyzes the possible behavioral changes of similar groups of university students in a five-year period. For this purpose, a questionnaire is administered to engineering faculty students in 2017 (46 females and 66 males) and 2021 (45 females and 90 males) to better understand customer behavioral changes. The findings highlight the significance of conditional value in customer behavior when purchasing mobile applications. Even though the other consumption values were found to have a negligible effect, there is some evidence indicating that the impact of consumption values on different target customer groups may vary considering their gender and familiarity with apps. Further research needs to be conducted to better understand the possible impact of age, cultural differences, education levels, and special considerations such as visually impaired people. Therefore, this study encourages mobile application designers and developers to raise awareness for the effect of consumption values such as conditional value on their customers' mobile application purchasing behaviors. The possible impact of the consumption values needs to be deeply understood, specifically for the target customer groups, and it should be considered in the software requirements specification (SRS), which is one of the important principles that allow software under consideration for development to function. As a result, a better understanding of consumption values will help developers design and develop better applications by specifying software requirements and marketing strategies.Conference Object An Rfid Based Location Finding and Tracking With Guidance(Ieee, 2008) Oktem, Rusen; Aydin, Elif Uray; Cagiltay, Nergiz ErcilThis paper tackles an RFID based location finding and tracking system. The system is an integral part of a navigation aid being developed for guiding visually disabled people in a store. The aid is composed of a portable hardware interface unit, a standalone RFID unit, and a central processing unit. The units interact via wireless communication to locate the position of the user in a known indoor environment and tracking his/her movement. An active RFID tag helps to estimate the location of a user and the user is guided to follow a route accordingly, via a tactile compass. The system uses RF signal strengths and is based on Bayes Decision Theory. Initial simulation results with the system prove promising for location finding and tracking, especially when the tracked person is guided by a system.

