Please use this identifier to cite or link to this item: https://rda.sliit.lk/handle/123456789/3168
Title: A Mobile Gamified Application to Improve Mathematics Skills of Students from Age 9 to 11 Years
Authors: Karunasekara, K.K.R
Olinka, P.L.T
Kodithuwakku, K.T.D
Jayashan, B.V.P
Kahandawaarachchi, C
Attanayaka, B
Keywords: Convolutional Neural network (CNN)
Decision Tree
Natural Language Processing
Psychological Design
User-Centered Design
Issue Date: 16-Sep-2022
Publisher: Institute of Electrical and Electronics Engineers
Citation: K. 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.
Series/Report no.: IEEE Region 10 Humanitarian Technology Conference, R10-HTC;Volume 2022, Pages 136 - 141
Abstract: The 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.
URI: https://rda.sliit.lk/handle/123456789/3168
ISSN: 25727621
Appears in Collections:Department of Computer Systems Engineering
Research Papers - Dept of Computer Systems Engineering
Research Papers - IEEE
Research Papers - SLIIT Staff Publications

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