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Now showing 1 - 5 of 5
  • Conference Object
    Citation - WoS: 1
    Gamification in Neurosurgery Education
    (Iated-int Assoc Technology Education & development, 2017) Topalli, Damla; Cagiltay, Nergiz Ercil
    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.
  • Article
    Citation - WoS: 7
    Citation - Scopus: 10
    Improving Sleep-Wake Behaviors Using Mobile App Gamification
    (Elsevier Sci Ltd, 2022) Ilhan, Ayse Ezgi; Sener, Bahar; Hacihabiboglu, Huseyin
    Gamification can be used to encourage people to perform challenging tasks. Gamification can also be useful in altering unwanted habits and enhancing subjective well-being. Everyday health is affected by sleep-wake habits to a significant extent. Therefore, we can come across gamified products and mobile applications related to subjective well-being and sleep/wake activities. This paper presents a study investigating whether gamification can be used to affect sleep-wake behaviors in a positive way. The paper presents a quantified relationship between wake-up, go-to-sleep, work (start) hours and gamified features. For this purpose, a gamified mobile alarm clock application called the Sleepy Bird was designed, created and tested in a user study. The study included twenty-six participants in an A-B experimental set-up: thirteen participants using a gamified version and thirteen participants using a non-gamified version of the app for two weeks. The participants who used the non-gamified version had a poorer motivation to begin their day at the required times in comparison to those who used the gamified version. It was also observed that gamification made favorable modifications to participants' sleep-wake behaviors.
  • Conference Object
    Citation - Scopus: 4
    Creating Awareness of Sleep-Wake Hours by Gamification
    (Springer Verlag, 2016) Ilhan,E.; Sener,B.; Hacihabiboğlu,H.
    Gamification can be used to motivate people to carry out hard-toperform tasks. It can help in changing undesirable habits and in improving a person’s subjective well-being. Sleep-wake behaviors are important determinants of day-to-day well-being. This study aims to find out whether it is possible to modify sleep-wake habits using gamification. To this end, a gamified alarm clock app, Sleepy Bird, was designed and tested in a user study with thirteen participants using gamified and thirteen participants using non-gamified versions for two weeks. The results indicate that the participants of the gamified version were more motivated to start the day at required times than the participants of the non-gamified version. The participants of the gamified version were also observed to have made desirable modifications to their sleep-wake habits. © Springer International Publishing Switzerland 2016.
  • Article
    The Effect of Gamification on Brand Awareness: a Study of Retail Industry and Healthy-Living Applications
    (Henry Stewart Publications, 2024) Alsan, H.; Tengilimoğlu, D.
    Rapid developments in digitisation have resulted in gamification (ie, the use of game elements and game mechanics in non-game areas) becoming more common and easy to apply in digital environments. This study examines the use of gamification in the field of marketing, specifically its effects on brand awareness. As the paper shows, gamification helps to establish important bonds between the brand, the company and the customer. In this context, the paper analyses brand awareness by means of the survey method. Due to the size of the study population, the scope of the study was narrowed to apps promoting healthy living and apps produced by the retail sector. Convenience sampling was used to recruit 400 respondents. The survey found that gamification has a positive effect on brand awareness (r = 0.55) and that attitude to gamified apps has a positive effect on brand awareness (r = 0.58). Certain demographic factors were also found to influence the use of gamified apps. © HENRY STEWART PUBLICATIONS 2050-0076 (2024).
  • Article
    Citation - WoS: 4
    Citation - Scopus: 6
    Kiyaslio: a Gamified Mobile Crowdsourcing Application for Tracking Price Dispersion in the Grocery Retail Market
    (Emerald Group Publishing Ltd, 2022) Macakoglu, Sevval Seray; Cinar, Burcu Alakus; Peker, Serhat
    Purpose In the recent years, the rapid growth of the grocery retailing industry has created a great heterogeneity in prices across sellers in the market. Online price comparison agents which are key mechanisms to solve this problem by providing prices from different sellers. However, there are many sellers in the grocery industry do not offer online service, and so it is impossible to automatically retrieve price information from such grocery stores. In this manner, crowdsourcing can become an essential source of information by collecting current price data from shoppers. Therefore, this paper aims to propose Kiyaslio, a gamified mobile crowdsourcing application that provides price information of products from different grocery markets. Design/methodology/approach Kiyaslio has been developed through leveraging the power of crowdsourcing technology. Game elements have also been used to increase the willingness of users to contribute on price data entries. The proposed application is implemented using design science methodology, and it has been evaluated through usability testing by two well-known techniques which are the system usability scale and the net promoter score. Findings The results of the usability tests indicate that participants find Kiyaslio as functional, useful and easy to use. These findings prove its applicability and user acceptability. Practical implications The proposed platform supports crowd sourced data collection and could be effectively used as a tool to support shoppers to easily access current market product prices. Originality/value This paper presents a mobile application platform for tracking current prices in the grocery retail market whose strength is based on the crowdsourcing concept and incorporation of game elements.