About this paper

Appears in:
Pages: 6580-6584
Publication year: 2017
ISBN: 978-84-697-3777-4
ISSN: 2340-1117
doi: 10.21125/edulearn.2017.2498

Conference name: 9th International Conference on Education and New Learning Technologies
Dates: 3-5 July, 2017
Location: Barcelona, Spain


D. Topalli, N.E. Cagiltay

Atilim University (TURKEY)
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” is developed in two versions by applying gamification techniques as a part of Endoneurosurgery Education Project (ECE). The wire-haptic 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 success, 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 perfomance 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.
author = {Topalli, D. and Cagiltay, N.E.},
series = {9th International Conference on Education and New Learning Technologies},
booktitle = {EDULEARN17 Proceedings},
isbn = {978-84-697-3777-4},
issn = {2340-1117},
doi = {10.21125/edulearn.2017.2498},
url = {http://dx.doi.org/10.21125/edulearn.2017.2498},
publisher = {IATED},
location = {Barcelona, Spain},
month = {3-5 July, 2017},
year = {2017},
pages = {6580-6584}}
AU - D. Topalli AU - N.E. Cagiltay
SN - 978-84-697-3777-4/2340-1117
DO - 10.21125/edulearn.2017.2498
PY - 2017
Y1 - 3-5 July, 2017
CI - Barcelona, Spain
JO - 9th International Conference on Education and New Learning Technologies
JA - EDULEARN17 Proceedings
SP - 6580
EP - 6584
ER -
D. Topalli, N.E. Cagiltay (2017) GAMIFICATION IN NEUROSURGERY EDUCATION, EDULEARN17 Proceedings, pp. 6580-6584.