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  • 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.
  • Conference Object
    Understanding Skill Improvements by Practicing the Usage of Surgical Instruments
    (Iated-int Assoc Technology Education A& development, 2016) Cagiltay, N. E.; Topalli, D.
    Today, surgical education environments have serious problems. Nowadays, a large part of surgical skills are learned in the operating room while operating on patients. As technology developed, surgical field has been supported by a video image, by using camera named as endoscope and thin surgical devices instead of fingers. In order to make operations more cost effective, operation time should be reduced. Hence, there is a need to improve surgery performance in an efficient way. Efficiency is related to time, cost as well as the ethical issues. Ethical perspective is vital to limit surgery complications and maximize patient safety should be considered. Minimum education should be done on patient. Hence, several virtual educational environments have been developed to address these problems of surgical education. In this study, a surgical simulation game for practicing the usage of surgical instruments is developed as a part of Endoneurosurgery Education Project (ECE). In the game scenarios, a surgical instrument (cautery) is introduced to the participants and tasks are assigned in order to practice the usage of that equipment. The participants are asked to perform the tasks in virtual environment with their dominant and non-dominant hand. Ten equal tasks are prepared in the simulated environment to better understand the task performance of the participants by considering the number of repetition, the task duration and distance taken by the instrument to perform each task. The experimental results of this study give insight about the ideal training period, and number of repetitions needed to accurately use the instrument for surgical education. According to these results in this study some guidelines are developed for the instructional system designers to improve the support level of simulation-based education systems on the current educational programs.