Research Papers - Dept of Information Technology
Permanent URI for this collectionhttps://rda.sliit.lk/handle/123456789/593
Browse
2 results
Search Results
Publication Embargo ATHWEL: Gamification Supportive Tool for Special Educational Centers in Sri Lanka(IEEE, 2019-12-19) Kiriwaththage, P. N; Morawaka, ALearning Disability is a neurologically-based problem which involves in learning basic skills such as reading, writing and math. Intellectual Disability is characterized by below-average intelligence. Children with Intellectual Disability can do and learn new skills, but they learn them more slowly than average children of their age. Game-based learning is an effective way of getting learners actively involved in educational activities. Educating children with Intellectual Disability is a challenging process. They usually learn and progress more slowly than average children. Such children may have issues with motivation and interest in education; the use of Gamification approach becomes important as a motivational and interested affordance. A prototype desktop Gamification Supportive Tool called “ATHWELA” is proposed which operates through Assistive Technology. Assistive technology can be a device or a service that is used to increase, maintain, or improve functional capabilities of individuals with disabilities. Children with Intellectual Disability can be less interested in Mathematics, some can be not good in reading and some can be not good in writing. ATHWELA is targeting at increasing, maintaining, or improving these three points and ATHWELA can be used in special education classrooms as a tool of gratification and extrinsic motivation. Points and rewards will be presented as the motivational technique. The main objective of our research is to help children with Intellectual Disability with their primary educational skills with less effort and in an interactive way and this prototype desktop application is developed in the Sinhala language because the Sinhala is the mother-tongue of Sri Lanka. In addition, it has used Machine Learning and Image Processing techniques to improve the educational skills of children with Intellectual Disability.Publication Embargo Amazon Biology: An Augmented Reality-Based E-Book for Biology(2020 2nd International Conference on Advancements in Computing (ICAC), SLIIT, 2020-12-10) Somakeerthi, D.C.S.; De Silva, G. W. I.U.; De Silva, L.D.T.; Chandrasiri, S.; Joseph, J.K.Biology is a conventionally struggling subject to learn from both high school and college students due to its complexity. Students are used to learning Biology from various methods such as reading textbooks, attending lectures. Biology is based on more practical and most of the schools not available proper lab facilities, anatomic structures, and resources to learn the module easily. And teachers who teach the module face a considerable number of issues when delivering the concepts. Some of them face unavailability of teaching aids, time-consuming, lack of lecture materials. Apart from that, the nature of the topic and the teaching style are the main learning problems faced by the students. Therefore, students do not learn the concepts perfectly and interest in the module has been reduced day by day. To overcome these difficulties “Amazon Biology,” mobile application has been proposed. The application consists of three major modules including image processing for the plant classification, augmented reality for human anatomy, and gamification. The proposed application has used the techniques in augmented reality and game-based learning. The developed system delivers nearly 85% level of accuracy and provides more advantages for students. They are effective and efficient learning, teaching via visual materials, and practical.
