Çağıltay, Nergiz
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Cagiltay, Nergiz
Cagiltay, Nergiz Ercil
Cagiltay, Nergiz ercil
Cağıltay, N.E.
Cagiltay, Nergiz Ercil
Cagiltay, Nergiz ercil
Cağıltay, N.E.
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Prof. Dr.
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necagiltay@cankaya.edu.tr
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06.09. Yazılım Mühendisliği
Yazılım Mühendisliği
06. Mühendislik Fakültesi
01. Çankaya Üniversitesi
Yazılım Mühendisliği
06. Mühendislik Fakültesi
01. Çankaya Üniversitesi
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Article Citation - WoS: 15Citation - 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: 8Citation - 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 ErcilNavigation 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 Contextual, Formal and Correlational Examination of Article Titles Published in International Indexed Journals in the Field of Educational Sciences(Turkish Education Assoc, 2025) Goktas, Yuksel; İskender, Mülkiye Ezgi; Gürbüz, Nihal Elif; Cagiltay, Nergiz ErcilBir makalenin yayımlanması ve atıf alması açısından doğru başlık yazımı önemli bir değişkendir. Bu bağlamda bu araştırmada eğitim bilimleri alanında yayımlanan uluslararası indeksli makalelerin başlıkları içerik ve biçim açısından incelenmiştir. Doküman analizi, Web of Science veri tabanında yer alan 800 makale ve başlığın araştırmacılar tarafından literatüre dayalı olarak belirlenen kriterlere göre incelenmesiyle gerçekleştirilmiştir. İçerik-başlık uyumu konusunda elde edilen verilere SPSS 27.0 programından faydalanılarak istatistiksel analizler yapılmıştır. Bulgular, makalelerin cümle yapılarının yayımlandıkları dergilerin menşei ülkelerine göre farklılaştığını göstermiştir. Ayrıca, etki faktörü yüksek olan dergilerin başlıklarının metodolojik eğilimlerini daha net verdiği tespit edilmiştir. Etki faktörünün, potansiyel başlık standartlarına ulaşma ve kelime sayısı ile doğrusal ve orta düzeyde ilişkili olduğu bulunmuştur. Dergilerin Q değerlerine göre yapılan analizde, potansiyel içerik standartlarının Q1 dergilerin lehine anlamlı bir şekilde farklılaştığı görülmüştür. Dergiler için yapılan fark analizine göre başlık potansiyel standartları açısından dört dergi arasında istatistiksel olarak anlamlı farklılık bulunmuştur. Ortalamalara göre Review of Educational Research (Q1), Eğitim ve Bilim (Q4), Educational Researcher (Q1) ve Pedagogy (Q4) şeklinde bir sıralama ortaya çıkmıştır. Elde edilen sonuçlar kapsamında araştırmacılara bilimsel çalışmalar için başlık oluşturmada yol gösterecek bazı önerilerde bulunulmuştur.Article 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 - 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: 2Citation - Scopus: 3Investigating the Relationship Between Sloc and Logical Database Measures To Improve the Early Estimation of Software Cost(World Scientific Publ Co Pte Ltd, 2019) Cagiltay, Nergiz Ercil; Tokdemir, GulProject planning is a critical activity in the software development life cycle. At the early stages of a project, the managers need to estimate required time, effort and cost to plan, track and then to deliver the project successfully. Many studies have attempted to provide methods for precise software cost estimation. The current software cost estimation methods are mainly based on software size estimation and functional system requirements. The main assumption of this study is that, as the primary source of complexity in today's software is the interaction between the database and the user, database measures may provide inputs allowing current software estimation methods to achieve more accurate results. Accordingly, this study attempts to gain insights from objective measures, collected through the logical database model of software systems, for better prediction of the software's effort and hence cost through software lines of code (SLOC) measure. For this purpose, more than 2.5 million lines of code developed by four different companies, for 79 different software packages with their related database design measures, are analyzed. The results of this study show that there is a close correlation between the software size and database design measure, namely, the number of tables which can be collected at the logical database design stage. By adapting this result, the current estimation models could be improved significantly.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: 1Citation - Scopus: 1Empathy Development in Digital Accessibility Through Real-Life Practices in a Programming Course: a Case Study(Assoc Computing Machinery, 2024) Inal, Yavuz; Cagiltay, NergizThis case study adopted a project-based learning approach to a programming course based on real-life practices to help software engineering students develop empathy skills regarding digital accessibility. A project was assigned to first-year students to develop software for people with disabilities. The data were collected from each individual project of thirty-three students over four months. Students' efforts regarding analysis, design and development steps, and project outcomes were analyzed. The study results showed that students' experience level and knowledge about the accessibility domain were quite low initially. Regarding the target disability type in their projects, half of the students selected mental illness, followed by blindness, deafness, and physical illness. The students who gathered requirements from domain experts or target users made their products more accessible, indicating the importance of user involvement in empathy building in the development process. We also measured increased awareness of and knowledge about accessibility at the end of the course, leading us to discuss the effectiveness of real-life practices in teaching digital accessibility in programming courses.Article Citation - WoS: 2Citation - Scopus: 2Evaluation of the Effects of Avatar on Learning Temporomandibular Joint in a Metaverse-Based Training(John Wiley and Sons Inc, 2024) Basmaci, Fulya; Bulut, Ali Can; Ozcelik, Erol; Ekici, Saliha Zerdali; Kilicarslan, Mehmet Ali; Cagiltay, Nergiz ErcilPurposeAvatars, representing users in the digital world, can influence users' behavior and attitudes. This study evaluates the impact of representing dental students receiving temporomandibular joint (TMJ) education in the metaverse via an anonymous or identified avatar.MethodsParticipants included 80 dental students in their fourth and fifth years of study. They were randomly assigned to either the avatar group (identified avatar) or the control group (anonymous avatar). Prior to training, participants completed a demographic questionnaire and a pretraining knowledge assessment. TMJ training was conducted in the metaverse for both groups. Pre- and post-training assessments included the Spielberger State-Trait Anxiety Inventory and a shyness scale to ensure group comparability. A post-test consisting of five questions was administered to both groups after 2 weeks of training.ResultsThere were no significant differences in pretraining scores for prior knowledge (p = 0.67), trait anxiety (p = 0.28), state anxiety (p = 0.92), or shyness (p = 0.42) between the avatar and control groups, indicating comparability at baseline. Post-training analysis revealed significantly higher post-test scores in the avatar group (median = 80) compared to the control group (median = 60) (p = 0.03).ConclusionsMetaverse environments offer various benefits for students, educators, and educational institutions in health education programs. Representing learners and their identities in training environments can enhance learning outcomes.Conference Object Citation - WoS: 1Neuronavigation Systems and Passive Usage Problem(Ieee, 2015) Tonbul, Gokcen; Aydin, Elif; Cagiltay, Nergiz; Topalli, Damla; Borcek, Alp Ozgun; Tokdemir, Gul; Maras, HakanNowadays, neuronavigation systems are used in brain surgery procedures, known as a technology to help the surgeon during the operational period. However, the surgeons have faced several problems with the existing systems. Some of these problems are related to the systems software and user interfaces. In this study, such problems are examined and the "Passive Usage" term is added to the literature by establishing a connection between the problems of endoscopic surgical procedures and similar issues occurred in other domains. The passive usage problem is generalized on different domains for the first time with this study. The results of the study expected to gather up the similar passive usage problems experienced in different domains. Accordingly, the methodologies and studies that are conducted in different research areas may lead to eliminate the Passive Usage problems efficiently.
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