**1. Introduction**

Mycoses considered as most ancient infections, established by Hippocrates and Galen. The fungal infection may be acute, chronic, superficial, or deep [1]. Every year, invasive candidiasis infects about 250,000 persons around the world, which leads to more than 50,000 deaths [2]. In the 19th century, mycoses fixed as infections of newborns and the genital tract in gestation and how affected by each other. The vaginal infections that resulted from yeast-like fungi of the *Candida* genus are the main infections during pregnancy [3]. Even with the presence of placenta and fetal membranes as protective sheets of him against infections, the embryo maybe infected with fungi via ascending (from the vagina) or hematogenic routes in exceptional cases. *Candida albicans* can cross that barrier without damage to the membranes. Watching the placenta plays an important role in the diagnosis of congenital candidiasis [4]. Many infants born at the 23rd week of gestation in serious conditions with congenital candidiasis and the invasion of the membranes by *C. albicans*. Intrauterine infection with *C. albicans* leads to the raising of inflammatory parameters in maternal blood (leukocytes, C-reactive protein, procalcitonin) that also detected in the child blood after delivery. So, early termination of pregnancy becomes prefers [5].


**4.2 End-to-end multilingual speech recognition system SPREAD**

This microservice is developed to support the spoken language-based interface in the Health app and to feed the survivor's answers to the dialog management component (i.e., RASA chatbot) for several languages. E2E ASR system SPREAD in **Figure 5** follows some ideas from Jasper model [57–59], where the training has been improved by NovoGrad optimizer.


**1. Introduction**

Electroactive polymers (EAPs) are intelligent materials that convert electrical energy to mechanical energy and vice versa. Common applications of such material include actuators, sensors, energy scavenging, etc. [1]. Electroactive polymers can be classified into two groups which depend on the mechanism responsible for actuation. Electronic EAPs comprise the first group, and the change in range is due to the driven electric field (ferroelectric polymers, dielectric EAPs, electroviscoelastic elastomers, electrostrictive polymers, piezoelectric polymers, etc.) [2]. The second group is composed of ionic EAPs, where the change in shape is due to the mobility or diffusion of ions and their conjugated substances (ionic polymers gels (IPGs), ionic polymer metal composites (IPMCs), conducting polymers, etc.). Electrostrictive polymers are one of the most common electronic EAPs that demonstrate a quadratically based relationship between the strain and electric field. This phenomenon is called

electrostriction and occurs in all dielectric materials. It shows a large deformation of electric materials when the electric field is increased. The challenges for electrostrictive performance can be mitigated with a large induced strain under a low electric field. Therefore, improvement of the electrostrictive coe fficient is necessary to achieve a high electric field-induced strain. In various studies, it has been suggested that the electrostrictive abilities of a polymer depend on the dielectric permittivity which is a significant parameter. Since the dielectric permittivity directly influences the achievable electrical field-induced strains in actuator applications, an improved electrostrictive polymer needs a high dielectric constant for achieving vast electric field-induced strains. Our previous papers have proposed that the interfacial charge or space charge distribution, which is referred to as a Maxwell–Wagner-type polarization of heterogeneous materials systems, can enhance the electrical and dielectric properties. The electrostriction e ffect can be observed in the polyurethane (PU) [3] and the family of PVDFs including poly(vinylidene fluoride-trifluoroethylene; P(VDF-TrFE) [4], poly(vinylidene fluoride-trifluoroethylene-chlorofluoro-ethylene); (P(VDF-TrFE-CFE)) [5,6], and poly(vinylidene fluoride-hexafluoropropylene (P(VDF-HFP)) [7].

Poly(vinylidene fluoride-hexafluoropropylene) is a semi-crystalline polymer with the linear formula (–CH2CF2–)*x*(–CF2CF(CF3)–)*y* and is a flexible, complex electroactive hydrofluorocarbon polymer that has well-established dielectric properties. Moreover, the features of P(VDF-HFP) are non-toxicity, high stability, its shape and size tailoring ability, and recycling aptitude; these copolymers are gaining momentum in widespread actuator technologies [1]. According to prior literature, Xiaoyan Lu [2] reiterated the strain response in P(VDF HFP) film, and a content of 5% and 15% HFP was measured for electric fields of 0–55 MV/m. Poly(vinylidene fluoride-hexafluoropropylene) can crystallize into α, β, and γ phases [3]. The most common and dominant phase among the three phases, the β-phase, has an orthorhombic structure and an all trans (TTTT) molecule zig-zag conformation. In the β-phase, all the dipoles are aligned in the same direction. It has the most exceptional spontaneous polarization per unit cell which is related to its dielectric properties [4,5]. However, it is challenging to obtain β-P(VDF-HFP). There are more conventional techniques for improving polar β-P(VDF-HFP) which involves electrical poling [6], mechanical extension (drawing) [7], melting processes at high pressure [8], mixing and blending with groups of fillers such as ceramic, clay, or montmorillonite (MMT) [9], and groups of hydrated ionic, magnesium chloride hexahydrate (MgCl2·6H2O) [10], Ni(OH)2 nanoparticle [11] and groups of conductive nanoparticle, including multiwalled carbon nanotubes (MWNTs) [12,13], carbon nanotubes CNTs [14] and graphene [15]. For example, Swagata Roy et al. [11] presented that the large β-phase of P(VDF-HFP)/MMT up to 85.22% and 82.1% from P(VDF-HFP)/NiMMT composites films. This e ffect increased the dielectric constant of the P(VDF-HFP)/MMT, and the P(VDF-HFP)/NiMMT film increased due to the increase in MMT content in the matrix of the polymer which exhibited a large interfacial area per unit volume. This is associated with the interfaces of the clay particles and the polymer chains that develop [11]. This result explains that, along with the strong interaction formed between the positive –CH2 dipoles and the negatively charged surface of MMT a ffection, the vital heightening of the equate that localized the polarization was accompanied with the filler as well as the coupling between the adjoining grains. In addition, the di fferent nanofillers, magnesium chloride hexahydrate (MgCl2·6H2O), and stretching nanocomposite films also had an e ffect. The results showed that the P(VDF-HFP)/MgCl2·6H2O nanocomposite films, which stretched four-fold, achieved 90% of the β-phase. This experience arises from hydrogen bonding between the ionic interactions and unit chain of the polymer with the hydrated Mg–salt and the polar solvent. Various studies have been undertaken to improve the polar β-phase with the incorporation of conductive elements, for example, MWNTs, CNTs, and graphene [15–21]. The report by Zhou et al. [22] demonstrated the β-phase of P(VDF)/graphene composite nanofibers increased with an increase of graphene 0.1 wt %. The side e ffects of graphene nanomaterials have improved the stretching e ffect in the phase transformation of P(VDF) nanofibers. The key factors enhancing the electrostrictive abilities of P(VDF-HFP) are its electroactive β-phase and dielectric permittivity. It was found that P(VDF-HFP) improves the dielectric permittivity because of the intense polarization under an electric field [23]. In this work, we demonstrated the electrostriction of P(VDF-HFP) nanofibers because of its excellent dielectric properties, high surface-area-to-volume ratio, and highly crystallinity. Moreover, the electrostrictive properties of P(VDF-HFP) nanofibers are innovative and worth focusing on. These electrical properties are directly related to permittivity and phase transformation which strongly depend on the surface charge distributions of the material. Increasing the dielectric constant and electroactive β-phase content enhances the electrostrictive coe fficient [24]. If the electroactive polymers based on electrostrictive e ffects include a high dielectric constant, it will likely produce a strong polarization contribution when inducing the external electric field; this generates their large electromechanical deformation. Large electromechanical deformations based on electrostrictive behavior occurred in the high dielectric polymers under their induced polarization contributions when increasing the external electric field strength.

The obtained dipole–dipole interactions in a previous study gave rise to large electrostriction [25]. In this work, we used an electrospinning and thermal compression method to change the geometric morphology of the phase distribution and increase interfacial surface charge distributions.

The selection of the electrospinning condition, including fiber orientation, also supports varying degrees of crystallinity and phase content [26]. It can provide self-induced orientation and electrical poling which increase the electroactive β-crystal phase and dipolar orientation at the same time. In fact, electrospinning can essentially provide a high surface-area-to-volume ratio in electrospun membranes. Several studies have reported that the interfacial charge or space charge distribution, which is referred to as a Maxwell–Wagner–type polarization, can enhance the electrical and dielectric properties in heterogeneous systems [12]. It was found that grain boundaries and interfaces among two regions within a material frequently give rise to interfacial polarization. Thermal compression-induced interfacial polarization occurs owing to the accumulation of interfacial surface charges between two β-phase regions in P(VDF-HFP) fibers.

Therefore, this work set out to study the e ffects of combining electrospinning and thermal compression of electroactive P(VDF-HFP) nanofibers on their microstructure, crystallinity, β-phase, thermal properties, mechanical properties, electrical and dielectric properties, and, also, their electrostrictive properties with a view to apply them in actuators, textile sensors, nanogenerators, and nanoelectronic devices.


**1. Introduction**

It is known that people have a tendency to play game [1]. It is essential to prepare enjoyable learning environments for people who are in need of new search for playing game and having fun. Gamification concept which appeals to users from every age has arised based on the idea of integrating structure of the games into education [2]. Although concept of game is too old,

© 2016 The Author(s). Licensee InTech. This chapter is distributed under the terms of the Creative Commons Attribution License (http://creativecommons.org/licenses/by/3.0), which permits unrestricted use, distribution, and reproduction in any medium, provided the original work is properly cited. © 2018 The Author(s). Licensee IntechOpen. This chapter is distributed under the terms of the Creative Commons Attribution License (http://creativecommons.org/licenses/by/3.0), which permits unrestricted use, distribution, and reproduction in any medium, provided the original work is properly cited.

concept of gamification is a new concept. Gamification has become the most popular topic of the last few years [3–5].

In recent years, it has been shown as a potential mechanism to enhance participatory participation through online work and practices that play games [17–19]. Firstly; it is done with points, graphics, level, competition etc. features. By adding features to otherwise ordinary tasks, it can create a more enjoyable and engaging experience for the user [20–22]. By using the features of the games, it is possible to make the testing experience less burdensome, thus reducing wear. In previous surveys, participants' personal report surveys have found that

A Review of Research on Gamification Approach in Education

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53

In the cases where the method of play is preferred in education, game elements such as rewards, points, rosettes come first in the design phase. Therefore, there are arguments that playing is a system that is rewarded only for learning, and that this is a negative effect on the motivation of students who are engaged in such a process [28].  Looyestyn and his colleagues have found that playing games on objective measures of events such as the use of the program, number of visits to the website and contributions is a big influence. In contrast, Brown and colleagues assessed the effect of gaming on loyalty to online mental health intervention, and they have found that most games play only one game item, rather than just light applica-

According to Yilmaz and O'Connor, gamification studies aim to carry out human-human or human-computer interaction actively [31]. Accordingly, it is aimed to determine what to award at first, what kind of behavior is expected from individuals and more importantly what

According to Gartner Hype cycle, although gamification has become popular in recent years and it has begun to be used for educational purposes, it shows a rapid growth in order to meet the requirements in this context [32]. When topics related with gamification keywords are examined, it is seen that search on examples related with gamification and gamification education are at a high level [33]. When trends in gamification concept are compared based on regions, it was figured out that Singapore and South Africa were emerged as the first countries [33]. Gamification is commonly used in these countries since it support occupational training toward adults. It is known that gamification method is used by institutional organizations in order to increase satisfaction and efficacy among workers and increase product and

When the literature is examined, it seen that gamification is used in many different areas including marketing [34, 35], health [3, 36], sustainability, journalism, entertainment [3] and education [3, 35–38]. Gamification is taken really seriously in countries which frequently use technology. Professor Kevin Werbach from Pennsylvania University gives online education on gamification. This is lasting 10 weeks and it can be followed with Turkish subtitles. Certificate is also given at the end of education [39]. There are organizations in Turkey which realized the effect of gamification approach as well. The first gamification attempt named as "Gameatwork" was successful with the prepared web site. Gamification will be more prevalent when it is used in different areas and there will be various attempts when organizations

kind of options should be offered to maintain the system in a healthy way.

playing experiences are usually more fun than their non-play counterparts [23–27].

tion of games, but have little effect on effectiveness [30].

service quality in the organization [9].

continue to realize its effectiveness [40].

Gamification approach which emerges as the new face of education in the information age is defined as the process of including users into game [6]. According to Bunchball, gamification refers to make the components and mechanics of game more enjoyable through non-play activities in order to generate behavior change among individuals [7]. While gamification approach is an appropriate method for obtaining positive outcomes in education and it leads students to adapt new behaviors through motivating them, making them to study more or learn new things; it also aims to keep people's motivation high and facilitate attachment and certain behaviors [8]. Level completion, awarding, specialization, professional development which lead to addiction among individuals playing game are used for improvement in education. Therefore, using the system in games for instructional aims would both make instruction more enjoyable and allow individuals to change their behaviors [9].

It is necessary to look at the statistical data to understand why the concept of playing spreads so fast. The market size of the global gaming industry is 99.6 billion dollars by 2016. When the game revenues at the country level are examined by 2016, it is seen that China ranked first with 24.2 billion dollars, followed by the USA with 23.4 billion dollars and Japan with 12.4 billion dollars. Total Western Europe (Germany, France, England, Spain, Italy) totaling \$ 17.3 billion in game revenues. The top five countries in the industry dominate about 70% of total gaming revenues. There is an annual income of \$ 685 million to 16th in Turkey [10]. In Turkey there are more than 20 thousand internet cafe and is visited by 7.5 million active players each month here [11].

According to Game Designers, Developers, Producer and Publishers (OYUNDER), the average age of gamers in our country is 31 and there are more than 25 million active gamers. Every day, the average number of people playing on a daily basis is more than 10 million, and the average playing time is increasing all over the world [12]. about 30 million people in Turkey are active on the computer, playing digital games in the mobile phone or game console. Experts, an annual turnover of 600 million dollars in the sector in Turkey, said that the turnover of the world reached \$ 100 billion [13].

Turkey Games Market Report 2016; Turkey 14.5 million young people (above the EU average) and 46 million online user than 80 million people is a developing country with a young population and it is one of the most valuable gaming market potential in EMEA [14]. In a study conducted in the United States, the average age of those playing in the last 12 years is 37 years. This rate shows that excitement about playing games on the computer is at an advanced level. In addition, 61% of senior executives who participated in the study stated that they were playing during working hours. Lastly, an international survey shows that the ratio of the total population of regular electronic game players is 66% in Germany, 57% in Mexico, 53% in Russia and 52% in England [15].

These figures and studies show us that people are conscious and willing to play. In fact, this enthusiasm is growing day by day and the new generation is a full-fledged player profile. From this point of view, the excitement and motivation resources that people show to play games can be put into life. These motivators, dynamics and processes can be used to generate behavioral changes in order to increase productivity in real life [16].

In recent years, it has been shown as a potential mechanism to enhance participatory participation through online work and practices that play games [17–19]. Firstly; it is done with points, graphics, level, competition etc. features. By adding features to otherwise ordinary tasks, it can create a more enjoyable and engaging experience for the user [20–22]. By using the features of the games, it is possible to make the testing experience less burdensome, thus reducing wear. In previous surveys, participants' personal report surveys have found that playing experiences are usually more fun than their non-play counterparts [23–27].

concept of gamification is a new concept. Gamification has become the most popular topic of

Gamification approach which emerges as the new face of education in the information age is defined as the process of including users into game [6]. According to Bunchball, gamification refers to make the components and mechanics of game more enjoyable through non-play activities in order to generate behavior change among individuals [7]. While gamification approach is an appropriate method for obtaining positive outcomes in education and it leads students to adapt new behaviors through motivating them, making them to study more or learn new things; it also aims to keep people's motivation high and facilitate attachment and certain behaviors [8]. Level completion, awarding, specialization, professional development which lead to addiction among individuals playing game are used for improvement in education. Therefore, using the system in games for instructional aims would both make instruction

It is necessary to look at the statistical data to understand why the concept of playing spreads so fast. The market size of the global gaming industry is 99.6 billion dollars by 2016. When the game revenues at the country level are examined by 2016, it is seen that China ranked first with 24.2 billion dollars, followed by the USA with 23.4 billion dollars and Japan with 12.4 billion dollars. Total Western Europe (Germany, France, England, Spain, Italy) totaling \$ 17.3 billion in game revenues. The top five countries in the industry dominate about 70% of total gaming revenues. There is an annual income of \$ 685 million to 16th in Turkey [10]. In Turkey there are more than 20 thousand internet cafe and is visited by 7.5 million active players each month here [11]. According to Game Designers, Developers, Producer and Publishers (OYUNDER), the average age of gamers in our country is 31 and there are more than 25 million active gamers. Every day, the average number of people playing on a daily basis is more than 10 million, and the average playing time is increasing all over the world [12]. about 30 million people in Turkey are active on the computer, playing digital games in the mobile phone or game console. Experts, an annual turnover of 600 million dollars in the sector in Turkey, said that the

Turkey Games Market Report 2016; Turkey 14.5 million young people (above the EU average) and 46 million online user than 80 million people is a developing country with a young population and it is one of the most valuable gaming market potential in EMEA [14]. In a study conducted in the United States, the average age of those playing in the last 12 years is 37 years. This rate shows that excitement about playing games on the computer is at an advanced level. In addition, 61% of senior executives who participated in the study stated that they were playing during working hours. Lastly, an international survey shows that the ratio of the total population of regular electronic game players is 66% in Germany, 57% in Mexico,

These figures and studies show us that people are conscious and willing to play. In fact, this enthusiasm is growing day by day and the new generation is a full-fledged player profile. From this point of view, the excitement and motivation resources that people show to play games can be put into life. These motivators, dynamics and processes can be used to generate

behavioral changes in order to increase productivity in real life [16].

more enjoyable and allow individuals to change their behaviors [9].

turnover of the world reached \$ 100 billion [13].

53% in Russia and 52% in England [15].

the last few years [3–5].

52 Socialization - A Multidimensional Perspective

In the cases where the method of play is preferred in education, game elements such as rewards, points, rosettes come first in the design phase. Therefore, there are arguments that playing is a system that is rewarded only for learning, and that this is a negative effect on the motivation of students who are engaged in such a process [28].  Looyestyn and his colleagues have found that playing games on objective measures of events such as the use of the program, number of visits to the website and contributions is a big influence. In contrast, Brown and colleagues assessed the effect of gaming on loyalty to online mental health intervention, and they have found that most games play only one game item, rather than just light application of games, but have little effect on effectiveness [30].

According to Yilmaz and O'Connor, gamification studies aim to carry out human-human or human-computer interaction actively [31]. Accordingly, it is aimed to determine what to award at first, what kind of behavior is expected from individuals and more importantly what kind of options should be offered to maintain the system in a healthy way.

According to Gartner Hype cycle, although gamification has become popular in recent years and it has begun to be used for educational purposes, it shows a rapid growth in order to meet the requirements in this context [32]. When topics related with gamification keywords are examined, it is seen that search on examples related with gamification and gamification education are at a high level [33]. When trends in gamification concept are compared based on regions, it was figured out that Singapore and South Africa were emerged as the first countries [33]. Gamification is commonly used in these countries since it support occupational training toward adults. It is known that gamification method is used by institutional organizations in order to increase satisfaction and efficacy among workers and increase product and service quality in the organization [9].

When the literature is examined, it seen that gamification is used in many different areas including marketing [34, 35], health [3, 36], sustainability, journalism, entertainment [3] and education [3, 35–38]. Gamification is taken really seriously in countries which frequently use technology. Professor Kevin Werbach from Pennsylvania University gives online education on gamification. This is lasting 10 weeks and it can be followed with Turkish subtitles. Certificate is also given at the end of education [39]. There are organizations in Turkey which realized the effect of gamification approach as well. The first gamification attempt named as "Gameatwork" was successful with the prepared web site. Gamification will be more prevalent when it is used in different areas and there will be various attempts when organizations continue to realize its effectiveness [40].

On the other hand, in education there are already processes like playground; students gain points when they achieve the desired learning goal, scores that they earn become grades, and at the end of the academic term they pass to the next level [28, 38]. Playing will allow students to have fun in the learning process [41, 42] or by giving the user an advantage in time management [43] motivation affects the positive direction. Although Samur is a new and popular method with a similar approach, when a limited number of studies conducted in the field of education are examined, it is generally stated that positive results are obtained in the processes involved in this method [44]. With a similar approach Buckley and Doyle are evaluating the fact that it provides individuals with the opportunity to experiment, make mistakes, gain experience and make sure that failure is not an end and that the individual can achieve his goal [28].

• Distribution of Studies Based on Type of Publication

• Distribution of the Studies Based on Research Sample • Distribution of the Studies Based on the Environments

• Distribution of the Studies Based on Theory/Model/Strategy • Distribution of Game Components, Dynamics and Mechanics

It was decided that the researcher should read all the researchers found in the result of the research. Data collected in the research were first evaluated in MS Excel by entering into meta-analysis programs. Gamification keyword was scanned in full-texts in Web of Science database without year restriction and 313 studies were obtained by November 2015. Web of Science Categories; Computer Science Theory Methods (n = 101), Education Educational Research (n = 83), Engineering Electrical Electronic (n = 82), Computer Science Information Systems (n = 79), Computer Science Interdisciplinary Applications (n = 48). Letter to editor, book reviews and meeting abstract were not included in the research (papers excluded n = 20). Since the number of studies on gamification in Web of Science database increase day by day, the present study included studies published before December 2015 and therefore, 313 studies in total were examined. The flow diagram depicts the flow of information through an up-down approach throughout the different stages of the process. The system is treated first in general terms. Then, the processes in the internal structure of the system shape up to the relationship between the number of defined, included and excluded entries and the reasons for exclusion (refer to S1 Appendix) [50]. Analysis of studies was carried out based on the common views of researchers in order to ensure reliability and validity. In digitization process of the data, if a study included two or more dimensions, frequencies were calculated through covering every dimension separately. Data were interpreted after constituting tables.

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Cohen's kappa statistical technic was used to calculate the relationship between category classification carried out by researchers and high level of inter-rater reliability was obtained (.96).

As it can be seen in **Graph 1**, research in gamification area have begun in 2011 and increased through the years. Therefore, it is not possible to observe academic studies on gamification before 2011. Eighty-two studies were obtained in 2015 since studies including December 2015

Distribution of the articles based on years is provided in **Graph 1**.

might not be added into the system.

**Graph 1.** Distribution of studies based on years.

• Distribution of Studies Based on Paradigms

• Distribution Based on Learning Area

According to Landers and Callan, gamification application for the education of students or individuals who wants to develop themselves has not yet become prevalent enough [45]. Findings in the literature also support this notion. It is seen that there are limited number of studies examining achievement, motivation and views of students in gamification approach. Examining studies related with gamification approach and identifying trends in these studies constitute the problem of this study. Therefore, this study is expected to contribute to researchers for future research.

Main aim of this study is to examine the studies related with gamification in Web of Science database and identify trends in the area of gamification based on these studies.


*3.6.2 Homeotropic alignment*

In homeotropic alignment the LC molecule directors are oriented perpendicular to the electrode surface (**Figure 17(b)**). It can be achieved by treating the surface with a surfactant such as hexadecyltrimethylammonium bromide (HTAB), lecithin and polymers [57]. The polar head of a surfactant chemically attaches to the substrate, and the hydrocarbon tail points out, perpendicular to its surface. At this point maximum intermolecular interaction between LC molecules and surfactant promotes perpendicular anchoring of the nematic LC director. However, surfactant-based homeotropic alignment is not stable against humidity and heat [58, 59].

Apart from these two standard alignments, there are many other variations such as hybrid, twisted, supertwisted, fingerprint, multidomain vertically aligned, etc. which are employed in various LCD devices.