Kursat Cagiltay

Kursat Cagiltay
Sabanci University · Department of Computer Science and Engineering

PhD
Human Computer Interaction, Technology Enhanced Learning, VR/AR, Computer Games, Eye Tracking, Cognitive Science

About

293
Publications
288,806
Reads
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4,770
Citations
Introduction
Learning Engineer. Turkish Internet Pioneer, Innovator/Inventor. BS in Mathematics, MS in Computer Engineering both from Middle East Technical University, Double Ph.D. in Instructional Tech. & Cognitive Science, Indiana University, USA. Hobbies: Sailing&Scuba. For full list of my publications please visit: https://avesis.metu.edu.tr/kursat/yayinlar My ORC-ID: orcid.org/0000-0003-1973-7056
Additional affiliations
January 1996 - September 2022
Middle East Technical University
Position
  • Professor (Full)
Education
January 1997 - July 2002
Indiana University Bloomington
Field of study
  • Cognitive Science
January 1997 - July 2002
Indiana University Bloomington
Field of study
  • Instructional Technology
September 1989 - December 1993
Middle East Technical University
Field of study
  • Computer Engineering

Publications

Publications (293)
Poster
Full-text available
Dear Participants, We are thrilled to invite you to the 3rd Eurasian Conference of Human-Computer Interaction (HCI-E 2024), formerly International Eastern Conference on Human-Computer Interaction (IECHCI), which will take place at Bahçeşehir University in Istanbul, Turkey, from November 22nd to 23rd, 2024. The Organizing and Steering Committees are...
Article
Full-text available
This study explores the development of an eye-tracking solution for paralyzed students, enabling them to access and utilize personal computers for their education. It relies on eye-tracking technology, enabling computer control through eye movements. The study followed four phases: problem analysis, solution development, evaluation, and documentati...
Article
The integration of Virtual Reality (VR) technologies into education holds immense promise. Virtual Reality has the potential of providing an immersive and interactive learning experience, thus allowing students to engage with educational content in a more meaningful way. As it can be customized and developed for different purposes, VR can be integr...
Article
Full-text available
The study aimed to investigate the dynamics of e-textile-supported STEAM activities, specifically focusing on the design and development process of e-textile projects. A professional development (PD) program with seven hands-on and design-based activities was developed and implemented in two camps involving 20 and 19 in-service science teachers. De...
Chapter
Full-text available
Faculty development is the key strategy to ensure instructional quality and support institutional change. In order to increase faculty participation, online support is considered to be an effective approach. This study aims to examine the use and effectiveness of an online environment designed to support faculty professional development in teaching...
Article
Full-text available
IEEE’ye göre öğrenme mühendisliği; öğrenenleri ve onların gelişimlerini desteklemek için insan merkezli mühendislik tasarım metodolojilerini ve verilere dayalı karar vermeyi kullanarak öğrenme bilimlerini uygulayan bir süreç ve uygulamadır (IEEE, 20XX). İlk olarak 1967 yılında Herbert A. Simon tarafından “The Job of College President” başlıklı maka...
Article
A significant amount of literature has been published on Executive Functions (EFs). In recent years, researchers have shown increased interest in game-based EFs training. Designing custom digital games that target the subskills of EFs has been shown to reveal digital game design principles that may help cultivate EFs. This design-based research stu...
Article
Full-text available
Nöromit (NöroEfsane), beyin ve öğrenme arasındaki yanlış anlamaları ifade eden bir kavramdır. Nöromitlerin yaygınlığını belirlemek, onları çürütmek için atılan ilk adım olarak görülmektedir. Bu çalışmanın amacı, Türkiye'deki öğretmenler arasındaki nöromitlerin yaygınlığını ve yordayıcılarını belirlemektir. Bu amaç doğrultusunda, 19 genel beyin bilg...
Chapter
Traditional computer-assisted instruction applications fail to meet the changing needs of children with specific learning disabilities (SLD) and the new systems are expected to cultivate multi-sensory interaction as well as create a physical engagement. In this context, interactive tangible objects used with multi-touch tablets have the potential t...
Article
Full-text available
It is well known that there are disparities in access to education around the world, with developed countries generally having better educational resources and opportunities compared to developing countries. Massive open online courses (MOOCs) have been proposed as a way to bridge this gap by providing free or low-cost online education to anyone wi...
Article
Full-text available
MOOC learners come from different backgrounds, and they have various motivations and intentions for taking online courses. This study examines learner intentions with subsequent behaviors and the reasons for the intention-behavior gap in MOOCs. A total of four MOOCs from Bilgeİş MOOC Portal was used in this study. This quantitative study with a qua...
Poster
Full-text available
The IECHCI2023 is co-organized by Atatürk University, Sabanci University, Azerbaijan Institute of Control Systems and the Azerbaijan State University of Economics. Submitted papers are expected to cover research studies on challenging and innovative topics, theories, development, and implementation in Human-Computer Interaction. Some of the example...
Article
Full-text available
Student engagement is critical for both academic achievement and learner satisfaction because it promotes successful learning outcomes. Despite its importance in various learning environments, research into the trends and themes of student engagement is scarce. In this regard, topic modeling, a machine learning technique, allows for the analysis of...
Article
Full-text available
Despite the widespread use of Massive Open Online Courses (MOOCs) in online learning, the usability of MOOC portals remains a major challenge. While expert heuristic evaluation principles have been proposed as a potential solution to usability problems, there is a lack of research on the effectiveness of these principles in a real-life and big-size...
Article
Full-text available
This review aims to explore how mental rotation (MR) ability is enhanced using three-dimensional visualization. Earlier mental rotation trainings entailed two-dimensional drawings and representations that lack the necessary visual information present in three-dimensional spatial representations. Therefore, this review limits its scope to three-dime...
Article
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This paper reports on the design and development of educational games and materials that utilize affordable e-textile technology. The researchers employed a design-based approach whereby preschool children used three e-textile materials in two cycles to inform on the development of interactive materials from ordinary objects and bodily interactive...
Article
Full-text available
Together with the developments in online learning field, Massive Open Online Courses (MOOCs) have attracted significant attention both in developed and developing countries in recent years. Although online learning readiness (OLR) of learners has been investigated comprehensively in online learning contexts, and several instruments have been develo...
Article
Full-text available
Eye movement modeling examples (EMME) are novel types of video modeling examples that contain additional eye-movement recordings of the model to provide attentional guidance. Increasing demand in using instructional videos and interest in using eye-tracking in education makes EMME an appealing research subject. Hence, this study aims to systematica...
Conference Paper
Mental Rotation ability is a key skill for success in many careers. Thus, accurate measurement of this ability is important. Three-dimensional holographic displays can help students process mental rotation stimuli easier and demonstrate their real performances without the limitations of two-dimensional representations. There are few studies measuri...
Poster
Full-text available
The IECHCI2022 is co-organized by Nakhchivan University, The Ministry of Education of the Republic of Azerbaijan, and the Middle East Technical University. Submitted papers are expected to cover research studies on challenging and innovative topics, theories, development, and implementation in Human-Computer Interaction. Some of the examples are no...
Conference Paper
Full-text available
The purpose of this study is to delve into the teachers' experiences of hands-on e-textiles projects and identify the dynamics holding the pillars of an educational STEAM camp. A STEAM (science, technology, engineering, arts, mathematics) program was prepared and then applied in two camps with two different science teachers who gathered from school...
Conference Paper
Full-text available
The increasing pervasiveness of inclusive educational environments poses an urgent need to implement research methodologies and practices that could shed light on how children's social interactions unfold in such contexts. Our work explores the use of mobile eye tracking technology in naturalistic, inclusive K12 education settings towards a richer...
Article
Full-text available
This study investigated the effects of multimedia learning and visual design in a 6th grade science textbook on students' studying processes. This was accomplished by using eye tracking technology and by applying multimedia learning design and visual design principles to science textbooks. Eye tracking based testing was employed to evaluate the eff...
Article
Full-text available
Background The most challenging task in eye‐tracking‐based multimedia research is to establish a relationship between eye‐tracking metrics (or cognitive processes) and learners' performance scores. Additionally, there are current debates about the effectiveness of animations (or simulations) in promoting learning in multimedia settings. Objectives...
Conference Paper
Full-text available
Nöromit kavramı mit ve nöron (sinir hücresi) kelimelerinin birleşmesi ile oluşan bir terimdir. Bu terim, beyin ve beynin öğrenme ile ilgisi hakkındaki kavram yanılgılarını ifade etmek için kullanılmaktadır. Başka bir ifadeyle, nöromitler eğitsel sinirbilim çalışmaları ile ilgili şehir efsanelerini tanımlamak için kullanılmaktadır. Nöromitler, sinir...
Conference Paper
Full-text available
Öğretmenleri merkeze alan projenin temel pedagojik prensibi teknolojiyi eğitimde bir kaldıraç olarak kullanmak. Öğretmenlere dijital okuryazarlık becerileri kazandırarak teknolojiyi eğitim-öğretim süreçlerinde etkin ve verimli kullanmalarını sağlamak amacıyla yürütülen projenin hedef kitlesini devlet okullarında çalışan ve eğitimde teknoloji kul...
Article
Full-text available
Açık ve uzaktan öğrenme günümüze kadar eğitimde açıklık felsefesi ekseninde evrilmiş ve bu düşünce ekseninde farklı yaklaşımlardan faydalanmıştır. Türkiye'de de bu gelişmelerin bir yansıması olarak farklı Kitlesel Açık Çevrimiçi Ders (KAÇD) platformları ortaya çıkmıştır. Bu düşünceler bağlamında bu çalışmanın genel amacı Türkiye'de sunulan KAÇD'ler...
Conference Paper
Full-text available
Etkili öğretmen nitelikleri ile ilgili yapılan araştırmalar, öğretmenlerin sahip olması gereken mesleki yeterlikler arasında farklı öğretim yöntem ve tekniklerinden yararlanma becerisini de göstermektedir (Demirci, 2000; Karakelle, 2005; Koutrouba, 2012; Özkan ve Arslantaş, 2013; Şahin, 2011). Arends (2004) öğretmenlerin sahip olduğu çeşitli öğreti...
Chapter
Full-text available
The use of video games for purposes other than entertainment has become an appealing area of research. In recent years, games have become actors that support social and political change by raising awareness, i.e., persuasive games. In this study, we focus on a persuasive game that portrays toxic online behaviors, often considered as trolling: spamm...
Article
Full-text available
The purpose of this research is to show how wearable eye-tracking technology can be employed to assess and enhance classroom management skills by analyzing the instructors' eye movements in a university. The research also aimed to evaluate the instructors' gestures by recording with a video camera synchronized with the eye-tracking data. The findin...
Article
Full-text available
Massive Open Online Courses (MOOCs), capable of providing free (or low cost) courses for millions of learners anytime and anywhere, have gained the attention of researchers, educational institutions, and learners worldwide. Even though they provide several benefits, there are still some criticisms of MOOCs. For instance, MOOCs’ high dropout rates o...
Article
Full-text available
As it covers a wide spectrum, the research literature of human-computer interaction (HCI) studies has a rich and multi-disciplinary content where there are limited studies demonstrating the big picture of the field. Such an analysis provides researchers with a better understanding of the field, revealing current issues, challenges, and potential re...
Article
Full-text available
Pre-laboratory practices and online pre-laboratory resources have been implemented in laboratory courses through various instructional approaches. This study seeks to elicit information about how online multimedia resources are embraced and used in the course system and which factors might affect the adoption of the resources in this context. This...
Article
Full-text available
This research examined the usability of an interactive mobile application (tablet application) designed to teach daily living skills to individuals with intellectual disabilities (ID). Effectiveness, efficiency, and satisfaction aspects were investigated. The persistence of a newly learned skill, operating a vacuum cleaner, was assessed following t...
Article
Full-text available
The biggest migration in Turkey's history began in 2011 with the beginning of the civil war in Syria. Approximately 3.6 million citizens of Syria have logged in Turkey since then. According to data published by The Directorate General of Migration Management 2018, about 1.6 million of these Syrians in Turkey are children in the school-age and young...
Chapter
Full-text available
The purpose of this study is to present an Open Educational Resources (OER) landscape to the extent of the development (infrastructure, policy, stakeholders and license), integration (curriculum and teaching methodology and resources) and the impact (outcomes) on educational context where each three section holds their sub-sections to provide a com...
Chapter
Full-text available
Social media use is on the rise throughout the world. Influenced by this trend, governments of all levels and sizes are establishing their social media (like Facebook) presence due to the communication and interaction capabilities that such a presence brings. This study examines and explains the social media presence of Turkish local governments fr...
Article
The purpose of this study is to devise guidelines for designing, developing, and using a smart toy for preschool children. Smart toys are technologically developed toys constructed with a meaningful purpose. This study uses the design and development research method. In the analysis phase, the smart toy developed in the pilot study was analyzed. In...
Chapter
Full-text available
https://books.google.com.tr/books?id=lUi8DwAAQBAJ&pg=PT66&lpg=PT66&dq=Insights+Into+a+Nationwide+pdMOOC+Portal&source=bl&ots=07c407J0_T&sig=ACfU3U1TuGCpZnLY1P9aaL-wIso9zhvaMA&hl=tr&sa=X&ved=2ahUKEwjEjqL3sNDmAhXOZVAKHcUQAmsQ6AEwAXoECAoQAQ#v=onepage&q=Insights%20Into%20a%20Nationwide%20pdMOOC%20Portal&f=false
Conference Paper
Full-text available
Bilgeİş, 2015-2017 yılları arasında Avrupa Birliği ve Türkiye Cumhuriyeti tarafından finanse edilmiş, Orta Doğu Teknik Üniversitesi tarafından yönetilen bir kitlesel açık ders ortamı geliştirilmesi projesidir. Projenin bilgeis.net portalindeki Kitlesel Açık Çevrim içi Dersler (KAÇD) (MOOC-Massive Open Online Courses) mesleki gelişime (professional...
Article
Full-text available
Students with specific learning disabilities (SLD) typically do not perform at the expected levels of academic achievement. Tangible mobile applications are learning devices that allow for physical engagement and multisensory interaction. They present as promising tools to facilitate learning for students with SLD. This study explored the use of a...
Conference Paper
Full-text available
Today, most of the teachers are not yet able to use Educational Technology Equipped Classrooms (ETEC). Defining new generation teaching techniques in ETEC may fill the gap between the current requirements of students and abilities of the teachers. By defining new generation teaching methods with ETEC, the teaching skills of teachers might be improv...
Article
Full-text available
Although online distance education provides adult learners with an opportunity for life-long learning, there are still factors challenging them to engage in educational processes. The purpose of this study is to explore the challenges faced by adult learners in online distance education through the analysis of the relevant literature. The articles...
Chapter
Full-text available
In recent years, tangible mobile applications have been used in general and special educational settings. Providing multi-sensory interaction, physical engagement, accessibility, and collaboration, interactive tangible mobile applications have a potential to enrich learning experience of both normally developing students and students with specific...
Article
Full-text available
The present study is about design and development of eye tracker-based eye training games. The aim of these games is to help students with low vision to improve their vision capabilities. The games are played with user’s eye movements and the games response accordingly. This study consists of iterative and incremental development process of the eye...
Article
Full-text available
Çalışmanın amacı, özel öğrenme güçlüğü yaşayan ilköğretim 6-8. sınıf öğrencileri için geliştirilen elle kavranabilir etkileşimli nesnelerle çalışan eğitsel mobil uygulamanın öğretmenler tarafından kullanım durumunun incelenmesidir. Araştırma kapsamında, öğretmenlerin bu uygulamayı kullanım durumlarını incelemek için öğretmene -öncesinde herhangi bi...
Article
This paper introduces a smart toy (SmartAnimals) which provides a mixed reality environment for children with intellectual disabilities. SmartAnimals includes a virtual space including computer based animations, sounds and characters, and a real space including plastic toys, and a receiver panel. SmartAnimals with a flexible context leads children...
Article
Play is an important element in a child's social and intellectual development and toys are indispensable play tools. This study investigates the effectiveness of smart toys in teaching social studies concepts to children with intellectual disability (ID). A single-subject design is used to identify such effects on teaching social studies concepts t...
Chapter
Full-text available
In this study, a wearable smart cloth was designed and developed for children with intellectual disabilities (IDs) to help them learn name and position of internal body organs. In this regard, five plush organs (heart, lungs, stomach, liver and intestines) that can interact with a smart cloth were designed. Additionally, an application that provide...
Conference Paper
BilgeIş (bilgeis.net) is the leading Massive Open Online Courses (MOOC) portal in Turkey which offers 100 courses. 80 of these MOOC are ICT related, and the other 20 MOOC generally cover soft skill topics. Bilgeİş MOOC are freely open to the participants since April 2017. By now the portal has more than 55.000 participants. The purpose of this stud...
Article
Full-text available
Köy Enstitüleri, 20 yüzyılın başlarında Türkiye’de kurulan bir eğitsel bir seferberlik hareketidir. Köy Enstitütleri’nin temel amacı, iş içinde öğrenme metodu kullanılarak köylü çocuklarının kendi köylerinde öğretmen veya deneyimli bir meslek sahibi ve personel olarak çalışabilmeleri amacıyla yetiştirilmeleridir. Bu özgün yaklaşım, aktif olarak 194...
Book
Full-text available
Türkiye’ye İnternet’i getirme sevdamız ile 1980’li yılların sonunda başlayan çalışmalarımız sonucunda 12 Nisan 1993 tarihinde İnternet’in doğumunu gerçekleştirmiştik. Başlangıçta bir avuç insanın kullandığı bir yapıdan bugün herkesin hayatının bir parçası haline gelmiş, devasa bir yapıya ulaşan muhteşem bir süreci yaşadık. Bebeklik, çocukluk ve erg...
Article
Full-text available
The purpose of this study is to design and develop an electronic performance support system (EPSS) to support novice instructional designers (NIDs) in the instructional system design process and to reveal the key elements of an EPSS for NIDs. Design and development research was carried out with 23 purposively-selected NID participants. It is a thre...
Article
Full-text available
As the use of ontologies expands, their visualization is becoming increasingly important. In this study, an ontology browser for visualizing the Trajectory Simulation ONTology (TSONT) was evaluated in terms of usability by considering its subdimensions, which are effectiveness, efficiency, and user satisfaction. The methodology employed in this stu...
Book
Full-text available
İlk baskısı 2011 yılında yapılan bu kitap alanının Türkiye'de yayınlanan ilk eseri olmuştur. Çeşitli üniversitelerin lisans ve yüksek lisans programlarında İnsan Bilgisayar Etkileşimi derslerinde okutulmaya başlanmış, ayrıca bu konuda çalı-şan özel şirketlerin sayısının artmasıyla kitap endüstrideki ilgili birimlerde de ilgi görmüştür. İlk baskının...
Chapter
Full-text available
This chapter is about Bilgeİş, a European Union funded project, which aims to build up a MOOC Portal for the adaptability of employees and employers to new social and economic structures via Information and Communication Technology (ICT) in Turkey. Specifically, the focus is on supporting Small and Medium Enterprises’ (SMEs) professional developmen...
Conference Paper
Full-text available
Dünyada Massive Open Online Courses (MOOC) olarak tanımlanan, Kitlesel, Açık, Çevrim içi Derslerin (KAÇD) tüm dünyada yaygınlaşması ile birlikte, eğitimde teknolojinin ve demokratikleşmenin etkisi daha belirgin hale gelmiştir. Eğitimde “devrim” olarak nitelendirilen KAÇD’lerin ülkemizdeki örneklerinden birisi olan Bilgeİş, Kasım 2017 itibariyle 100...
Presentation
Full-text available
Bilgeİş-Türkiye’nin En Büyük Kitlesel, Açık, Çevrim içi Ders (KAÇD) Portali: Kullanıcı Eğilimleri
Conference Paper
Full-text available
Bu bildiride, giyilebilir teknolojinin eğitsel amaçlı kullanılması örnek çalışması sunulmaktadır. Değişen teknoloji, beraberinde yeni beceriler ve kavramları da getirmektedir. Bu kavram ve becerilerin eğitimde nasıl kullanılabileceğini gösteren çalışmamızda öğrencilerin STEM, Türkçede FeTeMM, eğitiminde giyilebilir teknoloji kullanarak nasıl aktif...
Presentation
Full-text available
FeTeMM Eğitiminde Giyilebilir Teknoloji Uygulaması: Giyilebilir Meteoroloji İstasyonu - GiyMİ
Article
Full-text available
Purpose The purpose of this paper is to provide information about the design principles of educational games in the context of an educational math game example to educational game developers and instructors. Especially, it tries to demonstrate the importance of the academic content-fantasy integration and entertainment factors of educational games...
Chapter
Full-text available
This study explores the design considerations and usability factors of using large multi touch interfaces. In this study, an experimental approach incorporating a large multi touch interface environment was used. End user usability test sessions supported with glasses type eye tracker and interview sessions were conducted. The data were collected f...
Conference Paper
Full-text available
This learning needs analysis study has been conducted within the scope of a European Union funded Project that proposes to build up a Massive Open Online Course (MOOC) portal to support the adaptability of employees and employers to new social and economic structures and increase adaptability of them via ICT tools in Turkey. In the scope of this Pr...