Mimar Sinan Güzel Sanatlar Üniversitesi Açık Bilim, Sanat Arşivi

Açık Bilim, Sanat Arşivi, Mimar Sinan Güzel Sanatlar Üniversitesi tarafından doğrudan ve dolaylı olarak yayınlanan; kitap, makale, tez, bildiri, rapor gibi tüm akademik kaynakları uluslararası standartlarda dijital ortamda depolar, Üniversitenin akademik performansını izlemeye aracılık eder, kaynakları uzun süreli saklar ve yayınların etkisini artırmak için telif haklarına uygun olarak Açık Erişime sunar.

MSGSÜ'de Ara
Gelişmiş Arama

Basit öğe kaydını göster

dc.contributor.authorTuker, Cetin
dc.contributor.authorÇatak, Güven
dc.date.accessioned2025-01-09T20:03:35Z
dc.date.available2025-01-09T20:03:35Z
dc.date.issued2021
dc.identifier.issn2661-8184
dc.identifier.urihttps://doi.org/10.1007/978-3-030-65060-5_10
dc.identifier.urihttps://hdl.handle.net/20.500.14124/7590
dc.description.abstractThis study aims to understand the efficacy of a CAD enhanced video game on improving the awareness and empathy of design students on the issues of people with disabilities. Previous literature shows video games may have an impact on improving awareness and empathy of players. “This War of Mine” is a well-known game which allows players to build empathy towards the civilians who were trying to survive in a war zone. In this study, it was hypothesized that, a video game can be used as an educational tool to raise awareness and empathy of design students on the problems of disabled people. This is a controlled presurvey-postsurvey, quasi-experimental qualitative research. Participants were divided into two groups as experiment and control. Experiment group played the PUDCAD game. Control group played another environmental puzzle game. Data collection instruments were three questionnaires consist of open-ended questions. The presurvey was focused on the participants’ emotions, thoughts, and previous experience about the disabled people. Postsurvey, which was applied right after the gameplay was focused on the issues of the usability of the game. Delayed postsurvey which was applied 7–10 after the game play focuses on possible changes in the emotions and thoughts of the participants about disabled people. Qualitative coding methods were used to analyze the responses. Findings show, based on the declarations of the participants, PUDCAD game has a larger impact on the improvement of awareness and empathy of the participants than the control game. © 2021, The Author(s), under exclusive license to Springer Nature Switzerland AG.en_US
dc.description.sponsorshipIstanbul Technical University in Turkey; Universita Degli Studi di Firenze and Politecnico di Milano; Bahçeşehir Üniversitesi, BAUen_US
dc.language.isoengen_US
dc.publisherSpringer Natureen_US
dc.relation.ispartofSpringer Series in Design and Innovationen_US
dc.rightsKonferans Öğesi - Uluslararası - Kurum Öğretim Elemanıen_US
dc.subjectAwareness gamesen_US
dc.subjectDesign for allen_US
dc.subjectEducational gamesen_US
dc.subjectEmpathy gamesen_US
dc.subjectGames for changeen_US
dc.titleImproving Awareness and Empathy with Video Games: A Qualitative Analysis Study of PUDCAD Gameen_US
dc.typebookParten_US
dc.departmentMimar Sinan Güzel Sanatlar Üniversitesien_US
dc.identifier.doi10.1007/978-3-030-65060-5_10
dc.identifier.volume13en_US
dc.identifier.startpage121en_US
dc.identifier.endpage132en_US
dc.relation.publicationcategoryKitap Bölümü - Uluslararasıen_US
dc.identifier.scopus2-s2.0-85130876198en_US
dc.identifier.scopusqualityQ4
dc.indekslendigikaynakScopus
dc.snmzKA_20250105


Bu öğenin dosyaları:

DosyalarBoyutBiçimGöster

Bu öğe ile ilişkili dosya yok.

Bu öğe aşağıdaki koleksiyon(lar)da görünmektedir.

  • Տcopus [1543]
    Scopus | Abstract and citation database

Basit öğe kaydını göster