Scopus İndeksli Yayınlar Koleksiyonu
Permanent URI for this collectionhttps://hdl.handle.net/20.500.12416/8651
Browse
7 results
Search Results
Article A Metaverse-Based Fully Immersive Training for Temporomandibular Joint: A Pilot Study(Wiley, 2026) Ozcelik, Erol; Ekici, Saliha Zerdali; Basmaci, Fulya; Cagiltay, Nergiz Ercil; Kilicarslan, Mehmet AliObjective Understanding the temporomandibular joint (TMJ) can be challenging with conventional methods, as its complex anatomy, comprising the articular disc, mandibular condyle, and temporal bone, requires detailed visualisation. Traditional approaches like textbooks and static images often fall short, whereas modern tools such as 3D modelling and virtual reality (VR) offer more effective alternatives. Metaverse technology further enhances this by creating interactive, immersive and collaborative learning environments that simulate real-world experiences. While VR is increasingly used in dental education, research on fully immersive metaverse-based learning remains limited.Methods In this pilot study, a custom metaverse environment was developed to teach TMJ concepts. Then, the effectiveness of conventional and metaverse-based teaching methods in improving dental students' understanding of the TMJ was evaluated experimentally. A randomised trial was conducted with 120 first-year dental students, divided into three groups: classical lecturing, metaverse-based training and a combination of both.Results Findings indicate that students in the metaverse and combined groups outperformed those in the classical lecturing group, with no significant difference between the two metaverse-involved groups.Conclusions This suggests that for highly complex anatomical structures like the TMJ, metaverse-based training alone may be sufficient, eliminating the need for additional traditional instruction. The study highlights the metaverse's potential to enhance dental education by providing a fully 3D, interactive learning experience.Article A User Task Design Notation for Improved Software Design(PeerJ Inc., 2021) Ozcan, Eda; Cagiltay, Nergiz Ercil; Topalli, Damla; Tokdemir, GulArticle Moocs and Economic Disadvantage: a Path Analysis of 3.5 Million Mitx Learners(Routledge Journals, Taylor & Francis Ltd, 2025) Cagiltay, Nergiz Ercil; Toker, Sacip; Cagiltay, KursatMassive Online Open Courses (MOOCs) are offered by universities and companies to provide quality education to anyone, anyplace and at any time. The impact of economic disadvantage on these courses has not been fully explored despite several studies. This study aimed to investigate the impact of country's income level on the success of 3,523,692 learners from 204 countries enrolled in 174 MITx MOOCs. The countries were classified as low- and lower-middle-income (L&LM) or high- and upper-middle-income (H&UM). A structural equation modelling with multigroup analysis conducted. The findings revealed that learners in the L&LM group performed better academically. Completion rates were 66% for L&LM and 25% for H&UM, and certification rates were 95% for L&LM and 99% for H&UM. This shows that L&LM learners may be more motivated because they believe MOOCs might help their careers. These results are essential for creating MOOCs that fit diverse learner demographics.Article Citation - Scopus: 1A User Task Design Notation for Improved Software Design(Peerj inc, 2021) Topalli, Damla; Tokdemir, Gul; Cagiltay, Nergiz Ercil; Ozcan, EdaSystem design is recognized as one of the most critical components of a software system that bridges system requirements and coding. System design also has a significant impact on testing and maintenance activities, and on further improvements during the lifespan of the software system. Software design should reflect all necessary components of the requirements in a clear and understandable manner by all stakeholders of the software system. To distinguish system elements, separation of concerns in software design is suggested. In this respect, identification of the user tasks, i.e., the tasks that need to be performed by the user, is not currently reflected explicitly in system design documents. Our main assumption in this study is that software quality can be improved significantly by clearly identifying the user tasks from those that need to be performed by the computer system itself. Additionally, what we propose has the potential to better reflect the user requirements and main objectives of the system on the software design and thereby to improve software quality. The main aim of this study is to introduce a novel notation for software developers in the frame of UML Activity Diagram (UML-AD) that enables designers to identify the user tasks and define them separately from the system tasks. For this purpose, an extension of UML-AD, named UML-ADE (UML-Activity Diagram Extended) was proposed. Afterwards, it was implemented in a serious game case for which the specification of user tasks is extremely important. Finally, its effectiveness was analyzed and compared to UML-AD experimentally with 72 participants. The defect detection performance of the participants on both diagrams with two real-life serious game scenarios was evaluated. Results show a higher level of understandability for those using UML-ADE, which in turn may indicate a better design and higher software quality. The results encourage researchers to develop specific design representations dedicated to task design to improve system quality and to conduct further evaluations of the impact of these design on each of the above mentioned potential benefits for the software systems.Article Citation - WoS: 22Citation - Scopus: 37Performing and Analyzing Non-Formal Inspections of Entity Relationship Diagram (Erd)(Elsevier Science inc, 2013) Tokdemir, Gul; Kilic, Ozkan; Topalli, Damla; Cagiltay, Nergiz ErcilDesigning 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: 16Citation - Scopus: 15Construct and Face Validity of the Educational Computer-Based Environment (Ece) Assessment Scenarios for Basic Endoneurosurgery Skills(Springer, 2017) Ozcelik, Erol; Sengul, Gokhan; Berker, Mustafa; Cagiltay, Nergiz ErcilBackground 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.Article Citation - WoS: 9Citation - Scopus: 7The Underlying Reasons of the Navigation Control Effect on Performance in a Virtual Reality Endoscopic Surgery Training Simulator(Taylor & Francis inc, 2019) Ozcelik, Erol; Berker, Mustafa; Dalveren, Gonca Gokce Menekse; Cagiltay, Nergiz Ercil; Menekse Dalveren, Gonca GokceNavigation 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.
