Publication:
On the effectiveness of virtual reality in the education of software engineering

dc.contributorMühendislik Fakültesi / Faculty of Engineering Bilgisayar Mühendisliği / Computer Engineeringtr_TR
dc.contributor.authorÇatal, Çağatay
dc.contributor.authorYıldız, Burak
dc.contributor.authorAKBULUT, AKHAN
dc.contributor.authorID116056tr_TR
dc.contributor.authorID108363tr_TR
dc.date.accessioned2018-11-19T13:12:24Z
dc.date.available2018-11-19T13:12:24Z
dc.date.issued2018-07
dc.description.abstractThe popularity of virtual reality headsets have been rapidly increasing. With this technology, students can efficiently interact with the course content and learn the material faster than the traditional methodologies. In addition to this benefit, virtual reality devices also draw the attention of young generation and this helps to the widespread use of this technology among students. In this study, we investigate the use of virtual reality on the performance of computer engineering bachelor science (BS) students within the scope of Data Structures course and develop a software-intensive system called Virtual Reality Enhanced Interactive Teaching Environment (VR-ENITE). Specifically, we focus on the sorting algorithms such as selection sort, bubble sort, insertions sort, and merge sort which are relatively hard to be understood by the BS students at first glance. For the evaluation of VR-ENITE, students were divided into two groups: a group which uses VR-ENITE in addition to the traditional teaching material and the control group which utilizes from only the traditional material. In order to evaluate the performance of these two groups having 36 students in total, a multiple choice exam was delivered to all of them. According to the test results, students who used the VR-ENITE system got 12% more successful results in average than the students who are in the control group. This study experimentally shows that VR-ENITE which is based on virtual reality technology is effective for teaching software engineering courses and it has assistive capabilities for traditional teaching approaches.tr_TR
dc.identifier.issn1061-3773
dc.identifier.other1099-0542
dc.identifier.scopus2-s2.0-85045744850
dc.identifier.urihttps://doi.org/10.1002/cae.21935
dc.identifier.urihttps://hdl.handle.net/11413/3433
dc.identifier.wos439762000014
dc.language.isoen
dc.publisherWiley, 111 River St, Hoboken 07030-5774, NJ USA
dc.relationComputer Applications in Engineering Educationtr_TR
dc.subjectassistive technologiestr_TR
dc.subjectengineering educationtr_TR
dc.subjectmobile learningtr_TR
dc.subjectmulti-peer architecturestr_TR
dc.subjectvirtual realitytr_TR
dc.subjectTECHNOLOGYtr_TR
dc.subjectCHALLENGEStr_TR
dc.subjectSIMULATORStr_TR
dc.titleOn the effectiveness of virtual reality in the education of software engineeringtr_TR
dc.typeArticle
dspace.entity.typePublication
local.indexed.atWOS
local.indexed.atScopus
relation.isAuthorOfPublication6ee0b32b-faed-495d-ac4d-8a263d1ff889
relation.isAuthorOfPublication.latestForDiscovery6ee0b32b-faed-495d-ac4d-8a263d1ff889

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