Please use this identifier to cite or link to this item: https://rda.sliit.lk/handle/123456789/3168
Full metadata record
DC FieldValueLanguage
dc.contributor.authorKarunasekara, K.K.R-
dc.contributor.authorOlinka, P.L.T-
dc.contributor.authorKodithuwakku, K.T.D-
dc.contributor.authorJayashan, B.V.P-
dc.contributor.authorKahandawaarachchi, C-
dc.contributor.authorAttanayaka, B-
dc.date.accessioned2023-01-24T09:06:05Z-
dc.date.available2023-01-24T09:06:05Z-
dc.date.issued2022-09-16-
dc.identifier.citationK. K. R. Karunasekara, P. L. T. Olinka, K. T. D. Kodithuwakku, B. V. P. Jayashan, C. Kahandawaarachchi and B. Attanayaka, "A Mobile Gamified Application to Improve Mathematics Skills of Students from Age 9 to 11 Years," 2022 IEEE 10th Region 10 Humanitarian Technology Conference (R10-HTC), Hyderabad, India, 2022, pp. 136-141, doi: 10.1109/R10-HTC54060.2022.9929888.en_US
dc.identifier.issn25727621-
dc.identifier.urihttps://rda.sliit.lk/handle/123456789/3168-
dc.description.abstractThe revolutionary change in technology has directly involved with e-learning systems. Mathematics is recognized as essential yet difficult for most of students. The main problem is considered as existing solutions were not provided a better solution for knowledge level enhancement of mathematics by detecting the exact knowledge levels of students. Current applications have offered permission to select students' knowledge levels by themselves or initiated from the initial level which has led to wrong identification of mathematics knowledge. As a solution for these problems gamified mobile application is provided by introducing a knowledge level detection with a whole syllabus coverage question classification and answer classification by using a Logistic Regression extra trees classifier. The knowledge improvement is performed from the exact knowledge level detected and positive emotions of students. Convolutional neural network is utilized for emotional recognition. Further mental health is improved via a Chabot as an educational encouragement and gamified application is developed based on psychology and preference around ten years by adhering to the best practices of Human-Computer Interaction. The proposed solution is considered as a multi-valued and cost-effective solution which will improve the mathematics knowledge level and good mental wellbeing of students with an appealing gamification environment.en_US
dc.language.isoenen_US
dc.publisherInstitute of Electrical and Electronics Engineersen_US
dc.relation.ispartofseriesIEEE Region 10 Humanitarian Technology Conference, R10-HTC;Volume 2022, Pages 136 - 141-
dc.subjectConvolutional Neural network (CNN)en_US
dc.subjectDecision Treeen_US
dc.subjectNatural Language Processingen_US
dc.subjectPsychological Designen_US
dc.subjectUser-Centered Designen_US
dc.titleA Mobile Gamified Application to Improve Mathematics Skills of Students from Age 9 to 11 Yearsen_US
dc.typeArticleen_US
dc.identifier.doi10.1109/R10-HTC54060.2022.9929888en_US
Appears in Collections:Department of Computer Systems Engineering
Research Papers - Dept of Computer Systems Engineering
Research Papers - IEEE
Research Papers - SLIIT Staff Publications

Files in This Item:
File Description SizeFormat 
A_Mobile_Gamified_Application_to_Improve_Mathematics_Skills_of_Students_from_Age_9_to_11_Years.pdf
  Until 2050-12-31
690.28 kBAdobe PDFView/Open Request a copy


Items in DSpace are protected by copyright, with all rights reserved, unless otherwise indicated.