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Now showing 1 - 10 of 11
  • Article
    Citation - WoS: 155
    Citation - Scopus: 190
    An Eye-Tracking Study of How Color Coding Affects Multimedia Learning
    (Pergamon-elsevier Science Ltd, 2009) Ozcelik, Erol; Karakus, Turkan; Kursun, Engin; Cagiltay, Kursat
    Color coding has been proposed to promote more effective learning. However, insufficient evidence currently exists to show how color coding leads to better learning. The goal of this study was to investigate the underlying cause of the color coding effect by utilizing eye movement data. Fifty-two participants studied either a color-coded or conventional format of multimedia instruction. Eye movement data were collected during the study. The results indicate that color coding increased retention and transfer performance. Enhancement of learning by color coding was due to efficiency of locating corresponding information between illustration and text. Color coding also attracted attention of learners to perceptually salient information. (C) 2009 Elsevier Ltd. All rights reserved.
  • Article
    Citation - WoS: 8
    Estimation of Polypropylene Concentration of Modified Bitumen Images by Using K-Nn and Svm Classifiers
    (Asce-amer Soc Civil Engineers, 2015) Tapkin, Serkan; Sengoz, Burak; Sengul, Gokhan; Topal, Ali; Ozcelik, Erol
    The goal of this study is to design an expert system that automatically classifies the microscopic images of polypropylene fiber (PPF) modified bitumen including seven different contents of fibers. Optical microscopy was used to capture the images from thin films of polypropylene fiber modified bitumen samples at a magnification scale of 100 x. A total of 313 images were pre-processed, and features were extracted and selected by the exhaustive search method. The k-nearest neighbor (k-NN) and multiclass support vector machine (SVM) classifiers were applied to quantify the representation capacity. The k-NN and multiclass SVM classifiers reached an accuracy rate of 87% and 86%, respectively. The results suggest that the proposed expert system can successfully estimate the concentration of PPF in bitumen images with good generalization characteristics. (C) 2014 American Society of Civil Engineers.
  • Article
    Citation - WoS: 206
    Citation - Scopus: 240
    Why Does Signaling Enhance Multimedia Learning? Evidence From Eye Movements
    (Pergamon-elsevier Science Ltd, 2010) Ozcelik, Erol; Arslan-Ari, Ismahan; Cagiltay, Kursat
    Previous studies have suggested that signaling enhances multimedia learning. However, there is not enough evidence showing why signaling leads to better performance. The goal of this study was to examine the effects of signaling on learning outcomes and to reveal the underlying reasons for this effect by using eye movement measures. The participants were 40 undergraduate students who were presented with either signaled or nonsignaled multimedia materials. Labels in the illustration were signaled by temporarily changing the color of the items. The results suggest that the signaled group outperformed the nonsignaled group on transfer and matching tests. Eye movement data shows that signaling guided attention to relevant information and improved the efficiency and effectiveness of finding necessary information. (C) 2009 Elsevier Ltd. All rights reserved.
  • Article
    Citation - WoS: 68
    Citation - Scopus: 82
    The Effect of Uncertainty on Learning in Game-Like Environments
    (Pergamon-elsevier Science Ltd, 2013) Ozcelik, Erol; Cagiltay, Nergiz Ercil; Ozcelik, Nese Sahin
    Considering 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: 58
    Citation - Scopus: 72
    Reducing the Spatial Distance Between Printed and Online Information Sources by Means of Mobile Technology Enhances Learning: Using 2d Barcodes
    (Pergamon-elsevier Science Ltd, 2011) Ozcelik, Erol; Acarturk, Cengiz
    Online information sources, such as pictures and animations on web pages are frequently used for complementing printed course material in educational contexts. The concurrent use of online and printed information sources by students, however, requires going back and forth between physically separated course material, such as a course book and a computer screen, thus leading to suboptimal learning outcomes. Compatible with the principles identified by the recent theoretical frameworks for multimedia learning, mobile technology provides learners with the opportunity to bring online and printed course material close together. Mobile phones make online information available within a small desktop space, in close proximity to printed course material. The challenges that are relevant to text input methods can be overcome by the 2D barcode technology. This study investigates the use of camera-equipped mobile phone and 2D barcode technology as an alternative to the use of computer screen for complementing printed course material. The results of the experimental investigation suggest that, by facilitating the access to online information sources by 2D barcode tags on course books, mobile phones have the potential to enhance learning. (C) 2011 Elsevier Ltd. All rights reserved.
  • Article
    Citation - WoS: 3
    Citation - Scopus: 4
    Attention Mediates the Effect of Emotional Arousal on Learning Outcomes in Multimedia Learning: an Eye-Tracking Study
    (Routledge Journals, Taylor & Francis Ltd, 2023) Aksaray, Sevgi Genc; Ozcelik, Erol
    Recent findings from psychological studies have shown that emotional arousal improves human memory. However, more evidence is necessary if these results are generalisable to multimedia learning environments. Considering these needs, the study has the goal to examine the effect of emotional arousal on multimedia learning. Fifty-seven participants were presented with instructional materials with either high- or low-arousing words and pictures in an experimental study. The eye movements of participants were recorded while they studied the instructional materials to examine the online processes during learning. The results suggest that emotional arousal enhanced recall and transfer scores. The eye-tracking results demonstrate that emotional arousal attracted attention. The results of the mediation analysis suggest that fixation time on emotional pictures as an indicator of attention mediated the relationship between emotional arousal and learning outcomes. The findings show the importance of the guidance of attention by emotional multimedia elements for learning.
  • Article
    Citation - WoS: 8
    Citation - Scopus: 7
    The Underlying Reasons of the Navigation Control Effect on Performance in a Virtual Reality Endoscopic Surgery Training Simulator
    (Taylor & Francis inc, 2019) Cagiltay, Nergiz Ercil; Ozcelik, Erol; Berker, Mustafa; Dalveren, Gonca Gokce Menekse
    Navigation control skills of surgeons become very critical for surgical procedures. Strategies improving these skills are important for developing higher-quality surgical training programs. In this study, the underlying reasons of the navigation control effect on performance in a virtual reality-based navigation environment are evaluated. The participants' performance is measured in conditions: navigation control display and paper-map display. Performance measures were collected from 45 beginners and experienced residents. The results suggest that navigation display significantly improved performance of the participants. Also, navigation was more beneficial for beginners than experienced participants. The underlying reason of the better performance in the navigation condition was due to lower number of looks to the map, which causes attention shifts between information sources. Accordingly, specific training scenarios and user interfaces can be developed to improve the navigation skills of the beginners considering some strategies to lower their number of references to the information sources.
  • Article
    Citation - WoS: 11
    Citation - Scopus: 13
    Gesture-Based Interaction for Learning: Time To Make the Dream a Reality
    (Wiley, 2012) Ozcelik, Erol; Sengul, Gokhan
    [No Abstract Available]
  • Article
    Citation - WoS: 21
    Citation - Scopus: 30
    Quantification of the Effects of Transcutaneous Electrical Nerve Stimulation With Functional Magnetic Resonance Imaging: a Double-Blind Randomized Placebo-Controlled Study
    (W B Saunders Co-elsevier inc, 2010) Kara, Murat; Ozcakar, Levent; Gokcay, Didem; Ozcelik, Erol; Yorubulut, Mehmet; Guneri, Sinem; Cetin, Alp
    Objective: To evaluate the effects of transcutaneous electric nerve stimulation (TENS) by using functional magnetic resonance imaging (fMRI) in patients with carpal tunnel syndrome (CTS). Design: Randomized controlled trial. Settings: University medical center and an outpatient imaging center. Participants: Female patients with CTS (n=20) were randomized into 2 groups receiving either TENS (n=10) or sham TENS (n=10). In both groups, an initial baseline fMRI session was performed via stimulating digits 2, 5, and 3 in turn, I scan run for each. TENS versus sham TENS treatment was given, and a repeat imaging was performed starting 20 minutes after the treatment as follows: second finger on the 20th minute, fifth finger on the 25th minute (ulnar nerve innervated control finger), and third finger on the 30th min. Interventions: Not applicable. Main Outcome Measure: Differences in fMRI activation between the 2 groups were evaluated. Results: Our results demonstrated that 20 to 25 minutes after TENS treatment-but not in the sham TENS group-a significant fMRI signal decrease for digit 2 (post-TENS vs baseline) was observed in the secondary somatosensory regions, ipsilateral primary motor cortex (M1), contralateral supplementary motor cortex (SMA), contralateral parahippocampal gyrus, contralateral lingual gyrus, and bilateral superior temporal gyrus. Measurements on the 25th to 30th minutes for digit 5 were similar between the groups, with presence of activities in areas other than generally activated regions because of painful stimuli. Thirty to 35 minutes after TENS treatment, a significant fMRI signal decrease for digit 3 was detected in the contralateral M1 and contralateral SMA only in the TENS group. Conclusions: Our findings showed that TENS treatment significantly decreased the pain-related cortical activations caused by stimulation of the median nerve innervated fingers up to 35 minutes after treatment.
  • Article
    Citation - WoS: 15
    Citation - Scopus: 15
    Construct and Face Validity of the Educational Computer-Based Environment (ece) Assessment Scenarios for Basic Endoneurosurgery Skills
    (Springer, 2017) Cagiltay, Nergiz Ercil; Ozcelik, Erol; Sengul, Gokhan; Berker, Mustafa
    Background In neurosurgery education, there is a paradigm shift from time-based training to criterion-based model for which competency and assessment becomes very critical. Even virtual reality simulators provide alternatives to improve education and assessment in neurosurgery programs and allow for several objective assessment measures, there are not many tools for assessing the overall performance of trainees. This study aims to develop and validate a tool for assessing the overall performance of participants in a simulation-based endoneurosurgery training environment. Methods A training program was developed in two levels: endoscopy practice and beginning surgical practice based on four scenarios. Then, three experiments were conducted with three corresponding groups of participants (Experiment 1, 45 (32 beginners, 13 experienced), Experiment 2, 53 (40 beginners, 13 experienced), and Experiment 3, 26 (14 novices, 12 intermediate) participants). The results analyzed to understand the common factors among the performance measurements of these experiments. Then, a factor capable of assessing the overall skill levels of surgical residents was extracted. Afterwards, the proposed measure was tested to estimate the experience levels of the participants. Finally, the level of realism of these educational scenarios was assessed. Results The factor formed by time, distance, and accuracy on simulated tasks provided an overall performance indicator. The prediction correctness was very high for the beginners than the one for experienced surgeons in Experiments 1 and 2. When non-dominant hand is used in a surgical procedure-based scenario, skill levels of surgeons can be better predicted. The results indicate that the scenarios in Experiments 1 and 2 can be used as an assessment tool for the beginners, and scenario-2 in Experiment 3 can be used as an assessment tool for intermediate and novice levels. It can be concluded that forming the balance between perceived action capacities and skills is critical for better designing and developing skill assessment surgical simulation tools.