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dc.contributor.authorBalcı, Mehmet Ali
dc.contributor.authorAkgüller, Ömer
dc.contributor.authorKaya, Ergun
dc.contributor.authorRzhevska, Nataliia
dc.contributor.authorDobroskok, Irina
dc.contributor.authorBasiuk, Liubov
dc.contributor.authorKosa, Tetiana
dc.date.accessioned2020-11-20T14:30:08Z
dc.date.available2020-11-20T14:30:08Z
dc.date.issued2020
dc.identifier.issn1061-3773
dc.identifier.issn1099-0542
dc.identifier.urihttps://doi.org/10.1002/cae.22311
dc.identifier.urihttps://hdl.handle.net/20.500.12809/371
dc.descriptionWOS: 000557802000001en_US
dc.description.abstractThis study evaluates the effectiveness of the developed game as a form of distance laboratory works at the Universities of Turkey and Ukraine. Studying the effectiveness of laboratory research concerning engineering education, biotechnology can be significantly improved through the use of games. The purpose of the application is to develop laboratory work in the form of a computer game using the Unity platform management. The study was attended by students of the Molecular Biology and Genetic Departments in Turkey and Professional Education in Ukraine, and 376 students took part in the experiment (total of 203 Turkish and 173 Ukrainian students). The analysis of variance test was used to evaluate the opinions of 347 students, taking into account the aspect of nationality and gender distribution. The results of the data analysis showed that students' appreciation of the proposed gamified laboratory work is high regardless of their nationality, although females were more encouraged by the proposed development. Therefore, the study showed the possibility to further use laboratory classes in the gaming environment, create online gamified laboratory classes with the possibility of virtual exchange with students from different countries. The proposed questionnaire for student interventions can be used to evaluate the effectiveness of experimental models, thereby increasing the model's efficiency and training quality.en_US
dc.item-language.isoengen_US
dc.publisherWileyen_US
dc.item-rightsinfo:eu-repo/semantics/closedAccessen_US
dc.subjectANOVA Testen_US
dc.subjectBioengineeringen_US
dc.subjectGameen_US
dc.subjectLaboratory Worksen_US
dc.subjectUniversityen_US
dc.titlePotential of game << PLANT TISSUE CULTURE >> in bioengineering education as distance laboratory classesen_US
dc.item-typearticleen_US
dc.contributor.departmentMÜ, Fen Fakültesi, Matematik Bölümüen_US
dc.contributor.departmentMÜ, Fen Fakültesi, Matematik Bölümü
dc.contributor.departmentMÜ, Fen Fakültesi, Moleküler Biyoloji Ve Genetik Bölümü
dc.contributor.institutionauthorBalcı, Mehmet Ali
dc.contributor.institutionauthorAkgüller, Ömer
dc.contributor.institutionauthorKaya, Ergun
dc.identifier.doi10.1002/cae.22311
dc.relation.journalComputer Applications in Engineering Educationen_US
dc.relation.publicationcategoryMakale - Uluslararası Hakemli Dergi - Kurum Öğretim Elemanıen_US


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