2016
DOI: 10.1186/s40064-016-2227-0
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A serious game for improving the decision making skills and knowledge levels of Turkish football referees according to the laws of the game

Abstract: Digital game-based learning environments provide emerging opportunities to overcome learning barriers by combining newly developed technologies and traditional game design. This study proposes a quantitative research approach supported by expert validation interviews to designing a game-based learning framework. The goal is to improve the learning experience and decision-making skills of soccer referees in Turkey. A serious game was developed and tested on a group of referees (N = 54). The assessment results o… Show more

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Cited by 13 publications
(8 citation statements)
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“…The first scenario is depending on real project data from Project X. The second scenario is running the Monte Carlo simulation with parameters in Table 3 and using the gamification ratio, which is drawn from previously published work by Gulec and Yılmaz [50]. The main difference between the two scenarios is using a gamification ratio.…”
Section: Resultsmentioning
confidence: 99%
See 1 more Smart Citation
“…The first scenario is depending on real project data from Project X. The second scenario is running the Monte Carlo simulation with parameters in Table 3 and using the gamification ratio, which is drawn from previously published work by Gulec and Yılmaz [50]. The main difference between the two scenarios is using a gamification ratio.…”
Section: Resultsmentioning
confidence: 99%
“…In our algorithm, we used a gamification ratio while calculating bidding day — this ratio based on a previous related work which was published in 2016. Gulec and Yılmaz [50] examined decision‐making skills on 54 Turkish football referees. They created two groups as an experimental and control group from 54 referees.…”
Section: Designing Monte Carlo Simulationmentioning
confidence: 99%
“…Because particular tasks and clearly stated objectives of serious games make player easier to follow certain pathways and play their role for a set of planned behaviors. Such planned behaviors can be easily linked to the learning process where gaming may assist and ultimately create a user-oriented learning experience [61,62].…”
Section: Serious Gamesmentioning
confidence: 99%
“…Nazlıgul ve digerleri, topluluk içinde konuşma kaygısını yenebilmek adına kullanıcıların sanal gerçeklik kullanarak kendilerini sınayacakları bir ortam tasarlamışlardır [14]. Güleç ve Yılmaz, Türk hakemlerinin karar verme yeteneklerini geliştirme amacıyla soru cevaplayarak ilerlemeye yönelik bir masa oyunu tasarlamışlardır [15] [24], beyaz aydınlatma altında homojen olmayan yalıtkan maddeler için ölçülen renk sensörü degerini Denklem 1'deki gibi tanımlamışlardır. Burada, e aydınlatma degerini, m b hacim yansımasına ait bileşeni, m s yüzey yansımasına ait bileşeni, k c sensörlere ve yüzey beyazlık derecesine ait bileşeni, f spektral duyarlılıgın dalgaboyuna göre integralini göstermektedir.…”
Section: Introductionunclassified
“…Nazlıgul ve digerleri, topluluk içinde konuşma kaygısını yenebilmek adına kullanıcıların sanal gerçeklik kullanarak kendilerini sınayacakları bir ortam tasarlamışlardır [14]. Güleç ve Yılmaz, Türk hakemlerinin karar verme yeteneklerini geliştirme amacıyla soru cevaplayarak ilerlemeye yönelik bir masa oyunu tasarlamışlardır [15]…”
Section: Introductionunclassified