dc.contributor.author | Balcı, Mehmet Ali | |
dc.contributor.author | Akgüller, Ömer | |
dc.contributor.author | Kaya, Ergun | |
dc.contributor.author | Rzhevska, Nataliia | |
dc.contributor.author | Dobroskok, Irina | |
dc.contributor.author | Basiuk, Liubov | |
dc.contributor.author | Kosa, Tetiana | |
dc.date.accessioned | 2020-11-20T14:30:08Z | |
dc.date.available | 2020-11-20T14:30:08Z | |
dc.date.issued | 2020 | |
dc.identifier.issn | 1061-3773 | |
dc.identifier.issn | 1099-0542 | |
dc.identifier.uri | https://doi.org/10.1002/cae.22311 | |
dc.identifier.uri | https://hdl.handle.net/20.500.12809/371 | |
dc.description | WOS: 000557802000001 | en_US |
dc.description.abstract | This 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.iso | eng | en_US |
dc.publisher | Wiley | en_US |
dc.item-rights | info:eu-repo/semantics/closedAccess | en_US |
dc.subject | ANOVA Test | en_US |
dc.subject | Bioengineering | en_US |
dc.subject | Game | en_US |
dc.subject | Laboratory Works | en_US |
dc.subject | University | en_US |
dc.title | Potential of game << PLANT TISSUE CULTURE >> in bioengineering education as distance laboratory classes | en_US |
dc.item-type | article | en_US |
dc.contributor.department | MÜ, Fen Fakültesi, Matematik Bölümü | en_US |
dc.contributor.department | MÜ, Fen Fakültesi, Matematik Bölümü | |
dc.contributor.department | MÜ, Fen Fakültesi, Moleküler Biyoloji Ve Genetik Bölümü | |
dc.contributor.institutionauthor | Balcı, Mehmet Ali | |
dc.contributor.institutionauthor | Akgüller, Ömer | |
dc.contributor.institutionauthor | Kaya, Ergun | |
dc.identifier.doi | 10.1002/cae.22311 | |
dc.relation.journal | Computer Applications in Engineering Education | en_US |
dc.relation.publicationcategory | Makale - Uluslararası Hakemli Dergi - Kurum Öğretim Elemanı | en_US |