Bilgisayar Mühendisliği Bölümü Yayın Koleksiyonu
Permanent URI for this collectionhttps://hdl.handle.net/20.500.12416/253
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Conference Object Citation - WoS: 3Citation - Scopus: 3Towards a Quest-Based Contextualization Process for Game-Based Learning(Acad Conferences Ltd, 2014) Yılmaz, Murat; Yilmaz, Murat; Saran, Murat; Saran, Murat; O'Connor, Rory; Yazılım Mühendisliği; Bilgisayar MühendisliğiThis study proposes a quest-based contextualization (QBC) process, which transforms part of a traditional lecture into a well-defined questing structure. The goal is to create a learning experience by using a systematic game-based questing approach. The QBC procedure is a set of sequential tasks defined by the game designer to reflect the instructional objectives of the course. It is formed as an interaction perspective from which a game system can be materialized, and which aims to improve the quality of the game flow and the user experience in a game-based learning environment. We claim that a game-based contextualization process can be used to restructure a traditional lecture in terms of educational quests. In particular, it was hypothesized that the design of such a quest-line should be constructed as a questing structure based on the chain of events, which are extracted from lecture notes. In the formulation of this design, the key events were discussed in an interview with an expert (i.e. content specialist) from a target field. This interview was transcribed, and further analyzed using an iterative qualitative approach as an interpretive analysis technique where an inductive proposition is considered for contextualization of data. This research used a thematic analysis methodology to explore the situations, which are suitable for questing and might be expandable into categories. Furthermore, questable points from the data were captured and situational elements and conversational key points were rigorously categorized. After building the initial mapping, we conducted a second interview with the same area expert to refine our preliminary findings. To evaluate our approach from the game design perspective, we sought advice from a small group of game design experts and practitioners who are recognized knowledgeable individuals in educational game development. Based on the opinion of four game design experts, the questing structure was revised and several game elements, such as extra battles, puzzles, and achievements, were added to support the elements of fun. Three of the experts argued that the proposed questing structure was highly educational, while the fourth claimed that such an improvement was partially important. These findings, while preliminary, suggested that a well-defined questing structure should be useful to improve the quality of a game-based learning environment.Editorial Citation - WoS: 3Citation - Scopus: 4Improving Social Aspects of the Software Development Process: Games, Gamification and Related Approaches(Graz Univ Technolgoy, inst information Systems Computer Media-iicm, 2016) Yilmaz, Murat; Yılmaz, Murat; O'Connor, Rory V.; Mora, Manuel; O’Connor, Rory V.; Yazılım MühendisliğiConference Object Citation - WoS: 49Citation - Scopus: 66Software Engineering Education and Games: a Systematic Literature Review(Graz Univ Technolgoy, inst information Systems Computer Media-iicm, 2016) Kosa, Mehmet; Yılmaz, Murat; Yilmaz, Murat; O'Connor, Rory V.; Clarke, Paul M.; O’Connor, Rory V.; Yazılım MühendisliğiThe trend in using games in elementary level education also spreads through higher education levels and specific domains such as engineering. Recently, researchers have shown an increased interest in the usage of games in software engineering. In this paper, we are presenting a systematic review and analysis of 350 papers regarding games in software engineering education that was published in the last fifteen years. After applying our inclusion criteria and manual inspection of these studies, we have ended up with 53 primary papers. Based on a systematic process, we reported and discussed our findings with possible future research directions. The main results of this study indicate that the studies are accumulated around 5 categories: Games that learners/students play, games that learners/students develop as projects, curriculum proposals, developing/coming up with new approaches, tools, frameworks or suggestions and others.Article Citation - WoS: 7Citation - Scopus: 10A Literature Survey: Is It Necessary To Develop a New Software Development Methodology for Virtual Reality Projects(Graz Univ Technolgoy, inst information Systems Computer Media-iicm, 2017) Güleç, Ulaş; Gulec, Ulas; Yilmaz, Murat; Yılmaz, Murat; Isler, Veysi; Bilgisayar Mühendisliği; Yazılım MühendisliğiSoftware development is a complex human endeavour with high failure rates. Although a variety of software development methodologies have been proposed to improve the software development process, there is no universal model for all software development organizations. Virtual reality (VR) is an emerging trend especially for the gaming industry, which should prepare itself for VR development. The goal of this study is to explore potential software development activities and determine whether designing a new software development methodology for VR projects is an important topic for software development organizations working on VR software development. For this purpose, a literature survey has been completed and 71 academic studies have been examined in detail. This study shows that no work is being conducted in the field of developing a new methodology for VR projects. However, the study does show that there are similar endeavours in the field of human computer interaction (HCI), such as game development methodology.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: 6Citation - Scopus: 6Auction-Based Serious Game for Bug Tracking(Wiley, 2019) Usfekes, Cagdas; Tuzun, Eray; Yilmaz, Murat; Macit, Yagup; Clarke, PaulToday, one of the challenges in software engineering is utilising application lifecycle management (ALM) tools effectively in software development. In particular, it is hard for software developers to engage with the work items that are appointed to themselves in these ALM tools. In this study, the authors have focused on bug tracking in ALM where one of the most important metrics is mean time to resolution that is the average time to fix a reported bug. To improve this metric, they developed a serious game application based on an auction-based reward mechanism. The ultimate aim of this approach is to create an incentive structure for software practitioners to find and resolved bugs that are auctioned where participants are encouraged to solve and test more bugs in less time and improve quality of software development in a competitive environment. They conduct hypothesis tests by performing a Monte Carlo simulation. The preliminary results of this research support the idea that using a gamification approach for an issue tracking system enhances the productivity and decreases mean time to resolution.Conference Object Citation - Scopus: 2Digital Storytelling on a Virtual Heritage Museum With Believable Agents(Ieee, 2021) Kalan, Kaan; Dikbayir, Hasan Saygin; Merdivanli, Ogulcan; Degirmenci, Utku Mert; Clarke, Paul M.; Gulec, Ulas; Yilmaz, MuratThe preservation of cultural heritage plays a very important role in terms of the sustainability of societies since culture is one of the most important phenomena that hold individuals together. However, although the protection of cultural heritage is a very important issue for societies, there are serious problems in the accuracy of information or access to information due to the verbal or written communication of the subjects that need to be conveyed. In particular, there is a serious decrease in the sense of belonging in individuals due to the inability to transfer cultural heritage to the younger generations correctly. At this point, the aim of the study is to teach individuals the Turkish horror culture by experiencing them in a realistic environment with various different stories in a virtual reality-based gamified system instead of teaching them in writing or verbally. For this purpose, a 3D virtual museum was developed within the scope of the study, inspired by real characters and areas, and it was aimed for individuals to learn Turkish horror culture elements through tasks in different scenarios. The developed system was tested by 5 experts in the field as a preliminary study and the realism level of the created system was measured with the comments of the experts. According to the findings, it has been determined that the level of realism offered by the designed virtual environment is sufficient to explain the Turkish horror culture to individuals.Conference Object Citation - WoS: 10Citation - Scopus: 11Towards a Serious Game To Teach Iso/Iec 12207 Software Lifecycle Process: an Interactive Learning Approach(Springer-verlag Berlin, 2015) Yilmaz, Murat; O'Connor, Rory V.; Aydan, UfukISO/IEC 12207 training is a key element to provide an ability to software development organizations for selecting a set of required processes, measuring the performance of these processes, and continuously improving them. Traditionally, such training is either performed by an expert individual to the software quality management personnel most likely in form of a seminar in a classroom environment. This may also be given by a qualified professional, such as a registered auditor. However, software requirements are usually subject to change, and therefore such training is not enough to teach the substantial details of the entire standard. This has led to increased reports of complications, which demotivates organization to use this standard. To improve the quality of traditional training, a 3D serious game was proposed. The preliminary idea here is that the training is utilized as a game that employs 3D office landscape to provide a realistic virtual environment for ensuring that the training will be based in a real-world-like environment. Before building a prototype for our serious game, we consulted five industrial experts whose works are related with ISO standards. To give these practitioners an opportunity to explore the conceptual design and raise some potential problems, the semi-structured interview method was used. Based on the suggestions of experts, proposed model of the serious game were revised. Taken together, initial results suggest that a serious game for teaching ISO/IEC 12207 should be useful for individuals who are interested in learning more about the standard.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.Conference Object Citation - WoS: 6Citation - Scopus: 10The Impact of Situational Context on Software Process: a Case Study of a Very Small-Sized Company in the Online Advertising Domain(Springer international Publishing Ag, 2018) Yilmaz, Murat; O'Connor, Rory V.; Clarke, Paul M.; Giray, Gorkem; O’Connor, Rory V.A primary concern of software development is selecting a suitable methodology to implement a software project. However, this selection is affected by many factors, with evidence suggesting that a specific set of factors defines a specific situational context for a project. This situational context leads to a project-specific software process. In this paper, we report on our analysis of a very small-sized company's current software process based on a reference framework that identifies the factors of a situational context. The outcome of our case study confirms the earlier findings that a software process is highly dependent on situational factors. The company has a suitable situational context (such as very small-sized, experienced, skilled, cohesive team with low turnover) to apply agile practices and its software process is more close to an agile rather than plan-driven approach. Moreover, the company is continuously adopting its software process to the situational factors changing from project to project and over time.
