Scopus İndeksli Yayınlar Koleksiyonu
Permanent URI for this collectionhttps://hdl.handle.net/20.500.12416/8651
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Article Citation - WoS: 43Citation - Scopus: 53Gamification as a Disruptive Factor in Software Process Improvement Initiatives(Graz Univ Technolgoy, inst information Systems Computer Media-iicm, 2014) Herranz, Eduardo; Yılmaz, Murat; Colomo-Palacios, Ricardo; de Amescua Seco, Antonio; Yilmaz, Murat; Yazılım MühendisliğiFor any Software Process Improvement (SPI) initiative to succeed human factors, in particular, motivation and commitment of the people involved should be kept in mind. In fact, Organizational Change Management (OCM) has been identified as an essential knowledge area for any SPI initiative. However, enough attention is still not given to the human factors and therefore, the high degree of failures in the SPI initiatives is directly linked to a lack of commitment and motivation. Gamification discipline allows us to define mechanisms that drive people's motivation and commitment towards the development of tasks in order to encourage and accelerate the acceptance of an SPI initiative. In this paper, a gamification framework oriented to both organization needs and software practitioners groups involved in an SPI initiative is defined. This framework tries to take advantage of the transverse nature of gamification in order to apply its Critical Success Factors (CSF) to the organizational change management of an SPI. Gamification framework guidelines have been validated by some qualitative methods. Results show some limitations that threaten the reliability of this validation. These require further empirical validation of a software organization.Article Citation - WoS: 3Citation - Scopus: 3Influence of Gamification on Skill-Based Training of Surgical Residents(Serious Games Soc, 2025) Topalli, Damla; Tokdemir, Gul; Cagiltay, Nergiz ErcilPotentially games increase motivation and thus support the learning process. Gamification effect on different skill levels of surgical residents was limitedly studied. This study aims to better understand the effect of motivation gained through gamification on simulation-based surgical training environments for novice and intermediate surgical residents' performances. An educational scenario with a haptic interface is designed in two versions: gamified and nongamified. The tasks are performed twice, with the dominant and non-dominant hands resemble the task difficulty. 26 novice and intermediate surgical residents were randomly assigned to one of the groups (gamified or nongamified). Gamification positively improved novice surgical residents' performances under both hand conditions. However, surprisingly, in some situations, results indicated lower performance by the intermediates compared to the novices. A flow model for this specific scenario is proposed. To benefit the gamification effect, learners' skill levels and content should be carefully assessed and balanced on simulation-based surgical skill training materials.Conference Object Citation - WoS: 4Citation - Scopus: 6Towards a Role Playing Game for Exploring the Roles in Scrum To Improve Collaboration Problems(Springer international Publishing Ag, 2018) Metin, Ozgun Onat; Gungor, Deniz; Yilmaz, Murat; Akarsu, ZulalScrum is the most popular, useful and lightweight framework based on agile software development philosophy. In particular, software development organizations are willing to transform their software development culture to benefit from its fruitful practices. In addition, it is almost inevitable for the organizations with historical development practices to face many dysfunctions during transformation phase, which is normal and expected. It is important to uncover, analyze and solve these dysfunctions, which may take some time. One of the problems organizations may encounter is the confusion and misapplication of the roles in Scrum. This dysfunction creates problems from task creation, follow-up, taking responsibility to collaboration problems in the project. The goal of this study is to address such situations using an interactive role playing game-based approach among team members to improve collaboration.Article Citation - WoS: 35Citation - Scopus: 49Effectiveness of Gamification in Flipped Learning(Sage Publications inc, 2020) Akkoyunlu, Buket; Gunduz, Abdullah YasinThe success of the flipped learning approach is directly related to the preparation process through the online learning environment. It is clear that the desired level of academic achievement cannot be reached if the students come to class without completing their assignments. In this study, we investigated the effect of the use of gamification in the online environment of flipped learning to determine whether it will increase interaction data, participation, and achievement. We used a mixed-methods sequential explanatory design, which implies collecting and analyzing quantitative and then qualitative data. In the online learning environment of the experimental group, we used the gamification. However, participants in the control group could not access the game components. According to the findings, the experimental group had higher scores in terms of interaction data, participation, and achievement compared with the control group. Students with low participation can be encouraged to do online activities with gamification techniques.Article Citation - WoS: 4Citation - Scopus: 7The Gamification Tool for the Classroom Response Systems: Kahoot(Hacettepe Univ, 2020) Akkoyunlu, Buket; Gunduz, Abdullah YasinClassroom response systems (CRS), which are used to gather immediate feedback from students throughout the teaching process, have been called by different names in the past and present. Examples of CRS implementations include question-answer systems, student response systems, electronic response systems, or cloud-based classroom response systems. The objective of this study is to inform educators who embrace flipped learning about students' perceptions of the use of Kahoot. This study employed a mixed-method research approach with 53 sophomore students. Both quantitative and qualitative data about Kahoot activity were gathered at the end of a 9-week flipped learning implementation process. At the end of the study, the students stated that a CRS may be used within the scope of any lesson. Students also underlined that the use of CRS in learning environments could be an efficient way to increase motivation for the lesson and create an enjoyable learning environment. Therefore, teachers may be advised to use CRS when deciding on classroom activities in flipped learning.Article Citation - WoS: 38Citation - Scopus: 53A Scrumban Integrated Gamification Approach To Guide Software Process Improvement: A Turkish Case Study(Strojarski Facultet, 2016) O’Connor, R.V.; Yilmaz, M.; O'Connor, Rory V.In recent years, there has been an increasing interest in tailoring agile development methodologies by combining different agile practices. The adoption of such a balancing approach requires a systematic customization of best practices among agile methodologies. This paper presents an empirical case study for adopting a hybrid Scrumban methodology with an integrated gamification approach, which was conducted in the context of a small-medium enterprise (SME). First, we conducted a focus group to better understand the potential inquiries that might have been useful to improve the development process. Secondly, we employed a cross-sectional survey approach to explore the company personnel’s opinions regarding the changes in the process. The survey data was collected from 30 practitioners who were working for the same project in a software development organization in a technology research centre. The descriptive statistics were calculated with paired sample t-tests being used to compare for integration process that contains three stages (i) initial stage, (ii) Scrumban stage, (iii) Scrumban with integrated Gamification stage. The preliminary results of this research support the idea that a set of game elements can be integrated with a hybrid software development methodology to enhance individual and organizational productivity. © 2016, Strojarski Facultet. All rights reserved.Conference Object Citation - WoS: 12Citation - Scopus: 17A Systematic Investigation Into the Use of Game Elements in the Context of Software Business Landscapes: A Systematic Literature Review(Springer-verlag Berlin, 2017) Yilmaz, Murat; Clarke, Paul M.; O'Connor, Rory V.; Olgun, Serhan; O’Connor, Rory V.The software development process is a set of socio-technical activities to produce software artifacts in which humans play a crucial role. Since it is a people centric activity, factors such as user motivation, engagement, communication and collaboration might constrain these activities. Therefore, software business organizations stand to benefit from adopting different tools and methods in order to overcome these obstacles and to improve their software business processes. Research has been made to increase software quality and enhance the software development process. Alongside these studies, innovative techniques and concepts are beneficial. As a solution, the notion of gamification (i.e. employing game elements in non-gaming contexts) has been introduced to enhance the software development process and overcome the challenges mostly related to human factors. However, the applicability of game elements in the context of software business landscapes is still a controversial issue and not totally proven as of yet. Numerous studies have been conducted to examine the benefits of gamification and how game elements affect the software development process. Thus, in this paper, a systematic literature review was conducted in order to investigate the application of game elements both in research and industrial levels of software development and as well as in software business landscapes.Conference Object Citation - WoS: 15Citation - Scopus: 18A Gamification Approach To Improve the Software Development Process by Exploring the Personality of Software Practitioners(Springer-verlag Berlin, 2016) Yilmaz, Murat; O'Connor, Rory V.; Clarke, Paul; Yilmaz, Mert; O’Connor, Rory V.Although there are various kinds of processes designed to manage the complexities of software development, it is still a challenging endeavor. Recently, a significant number of researchers have started to investigate social problems such as incompatibilities with respect to personality that is likely to be encountered in all stages of the software development process. However, there is no computer-based artifact to reveal the personality types of software practitioners. To bridge this gap, a virtual 3D assessment environment is developed with the ability to immerse individuals similar to a realistic model of the assessment. The interactive questionnaire is based on previous interactive personality assessment framework, which was specifically designed for software engineers. Based on the developed tool, a study was conducted on software practitioners. The data gathered via a survey study from software practitioners is analyzed to observe the difference between the results of paper-based and interactive versions of the same assessment. The analysis of this research states that there is a significant difference between the results of participant's survey scores. Overall, these results indicate that proposed tool is relevant to help software professionals to improve the software development process when personality types are in consideration.
