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Article Citation - WoS: 68Citation - 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.Article Citation - WoS: 6Citation - Scopus: 6Understanding 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 ErcilUnderstanding 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: 22Citation - Scopus: 37Performing and Analyzing Non-Formal Inspections of Entity Relationship Diagram (erd)(Elsevier Science inc, 2013) Cagiltay, Nergiz Ercil; Tokdemir, Gul; Kilic, Ozkan; Topalli, DamlaDesigning 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: 4Citation - Scopus: 8Remote Rf Laboratory Requirements: Engineers' and Technicians' Perspective(Anadolu Univ, 2007) Cagiltay, Nergiz Ercil; Aydin, Elif Uray; Kara, Ali; Department of Electrical & Electronics Engineering; Software EngineeringThis study aims to find out requirements and needs to be fulfilled in developing remote Radio Frequency (RF) laboratory. Remote laboratories are newly emerging solutions for better supporting of e-learning platforms and for increasing their efficiency and effectiveness in technical education. By this way, modern universities aim to provide lifelong learning environments to extend their education for a wider area and support learners anytime and anywhere when they need help. However, as far as the authors concern, there is no study investigating the requirements and needs of remote laboratories in that particular field in the literature. This study is based on electrical engineers' and technicians' perspectives on the requirements of a remote laboratory in RF domain. Its scope covers investigation of the participants' perceptions toward computer mediated communication and it attempts to answer the questions: which studying strategies are preferred by the learners and what kind of RF laboratory content should be provided. The analysis of the results showed that, geographic independence, finding quickly the elements of past communication and temporal independence are declared as the most important advantages of computer-mediated communication. However, reading significant amount of information is a problem of these environments. In the context of how to show the content, respondents want to see shorter text on the screen. Therefore the instructions should include little amount of text and must be supported with figures and interactive elements. The instructional materials developed for such learner groups should support both linear and non-linear instructions. While analyzing the content to be provided, we have seen that, most of the participants do not have access to high level equipments and traditional experiments are considered as the necessary ones for both engineers and technicians.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.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.Conference Object Understanding the Effect of Passive View on Surgical Performance in Simulation-Based Endoscopic Surgery Education(Iated-int Assoc Technology Education A& development, 2016) Topalli, Damla; Cagiltay, Nergiz ErcilWith the improvements of technologies in the field of surgery, minimally invasive surgical (MIS) technique have become the standard of surgical care for many patients which is performed through the camera view of the operational area from small entry points to the patients' body. Unlike open surgery, MIS is, by its nature, a technique that is very suitable for simulation based training. Developing special skills by using surgical simulations before entering an operating room enables more focused and efficient performance, which minimizes time in the operating room and enhances patient safety. Beside the benefits, MIS reveals some drawbacks as well, such as passive view. Passive view occurs when the surgeon needs the help of assistant to control the camera instead of controlling by his own movements. In such cases, performing the operation from the assistant's camera controlled view is considered as passive view. Earlier studies show that this passive view problem affects the surgical performance. Accordingly, the related surgery training programs should consider providing skills on passive view and the surgical tool designers also should consider this problem in their designs. Hence understanding the concept of passive view in general and understanding its possible affects on surgical performance is critical to improve the surgery process. Additionally, understanding the instructional considerations to better provide environments to practice for gaining these skills are critical for the domain of endoscopic surgery education programs. However, in the literature there are not many studies related with the passive view problem in endoscopic surgery procedures. In this study, a literature review is conducted to better understand the problems related with the passive view. Additionally, a pilot experimental study is conducted through a surgical simulation environment. The results of this study aimed to provide guidelines to the surgical training programs and the instructional system designers to improve the skills of the trainees to better deal with passive-view problem in endoscopic surgery.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.

