Psikoloji Bölümü Yayın Koleksiyonu

Permanent URI for this collectionhttps://hdl.handle.net/20.500.12416/417

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  • Article
    Citation - WoS: 3
    Citation - Scopus: 4
    Attention Mediates the Effect of Emotional Arousal on Learning Outcomes in Multimedia Learning: an Eye-Tracking Study
    (Routledge Journals, Taylor & Francis Ltd, 2023) Ozcelik, Erol; Aksaray, Sevgi Genc; Genc Aksaray, Sevgi
    Recent findings from psychological studies have shown that emotional arousal improves human memory. However, more evidence is necessary if these results are generalisable to multimedia learning environments. Considering these needs, the study has the goal to examine the effect of emotional arousal on multimedia learning. Fifty-seven participants were presented with instructional materials with either high- or low-arousing words and pictures in an experimental study. The eye movements of participants were recorded while they studied the instructional materials to examine the online processes during learning. The results suggest that emotional arousal enhanced recall and transfer scores. The eye-tracking results demonstrate that emotional arousal attracted attention. The results of the mediation analysis suggest that fixation time on emotional pictures as an indicator of attention mediated the relationship between emotional arousal and learning outcomes. The findings show the importance of the guidance of attention by emotional multimedia elements for learning.
  • Article
    Citation - WoS: 3
    Citation - Scopus: 5
    Enhancing Multimedia Learning by Emotional Arousal
    (Routledge Journals, Taylor & Francis Ltd, 2024) Arslan-Ari, Ismahan; Ozcelik, Erol
    Several studies in multimedia learning have examined the effect of emotional design. Recent findings from cognitive psychology provide opportunities for educators to use more direct ways of manipulating emotion to enhance learning. These studies have shown that emotionally arousing words and pictures are remembered better than neutral ones. Building upon these findings, this experimental study investigates the effect of arousal of instructional materials on learning. A total of 154 participants were randomly divided into a "high-emotional arousal" and a "low-emotional arousal" group in a between-subjects design. These results suggest that emotional arousal enhanced learning. Mediation analyses show that the effect of arousal on learning was partially mediated by interest. Accordingly, emotional arousal increased interest, which in turn improved transfer scores. The findings imply that motivational factors such as situational interest encouraged elaborative processing and deeper levels of learning. The direct effect of emotional arousal on learning was also significant.
  • Article
    Citation - WoS: 18
    Citation - Scopus: 24
    Fusion of Smartphone Sensor Data for Classification of Daily User Activities
    (Springer, 2021) Ozcelik, Erol; Misra, Sanjay; Damasevicius, Robertas; Maskeliunas, Rytis; Sengul, Gokhan
    New mobile applications need to estimate user activities by using sensor data provided by smart wearable devices and deliver context-aware solutions to users living in smart environments. We propose a novel hybrid data fusion method to estimate three types of daily user activities (being in a meeting, walking, and driving with a motorized vehicle) using the accelerometer and gyroscope data acquired from a smart watch using a mobile phone. The approach is based on the matrix time series method for feature fusion, and the modified Better-than-the-Best Fusion (BB-Fus) method with a stochastic gradient descent algorithm for construction of optimal decision trees for classification. For the estimation of user activities, we adopted a statistical pattern recognition approach and used the k-Nearest Neighbor (kNN) and Support Vector Machine (SVM) classifiers. We acquired and used our own dataset of 354 min of data from 20 subjects for this study. We report a classification performance of 98.32 % for SVM and 97.42 % for kNN.
  • Article
    Citation - WoS: 16
    Citation - Scopus: 15
    Construct 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 Ercil
    Background 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: 9
    Citation - Scopus: 7
    The 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 Gokce
    Navigation 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.