Faculty of Computing

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    A Gamified Virtual Learning Environment to Enhance Online Teaching and Learning Experience
    (IEEE, 2022-07-18) Tharaka, W.C.M. K; Dilanka, R. M. T; Perera, H.D.D. S; Rathnayake, R.H.C. S; Kodagoda, N; Suriyawansa, K
    In-class teaching not only concentrates on lecture content delivery but also on maintaining strong mutuality between lecturer-students and student-student. Online lectures are gaining popularity due to the Covid-19 pandemic. However, the learning-teaching process has become ineffective because existing video conferencing solutions are not intended for academic purposes. This research was conducted to identify the pain points of online education and develop an enhanced software solution. A user survey confirmed that an isolated environment tends to diminish attentiveness during online lectures. Also, it is difficult for teachers to observe the attentiveness of all the students. As a solution, student attentiveness was measured using their facial expressions and collected data shown to lecturers through a virtual student behavioural environment. The physical separation causes students to feel isolated during lectures, which can negatively affect their academic development and social and psychological development. The developed application also provides a virtual group study environment as a feature. According to the results gathered in the user acceptance testing phase, it was found that the attention detection feature helps students keep their attention at a significant level. Further, 9 out of 10 teachers who participated in the testing acknowledged that the simulated student behavioural view could provide a more immersive experience. 71% of students preferred the new collaborative virtual environment, and students further elaborated that the virtual environment was more likely the physical group studies. 72% of students mentioned that the collaborative group study tool helped eliminate isolation during group studies.
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    Eduscope. Mobile-Mobile Application for Teaching and Learning
    (IEEE, 2018-12-06) Fernando, K. H. M; Gunasekara, I. S; Krishani, J. V. G. A; Dilshani, A. G. C; Wijesundara, M
    Smart Phones and Tablets are very common devices among people at Present. They have many additional features i.e. camera, internet, GPS etc than the basic phone has. Smart devices make easier the work of social, business and academic life of people. M-Learning is used to make easier works of academic life. M-Learning describes the Teaching and Learning using mobile devices. Eduscope.Mobile represents the M-Learning by providing virtual classroom. It will cover the whole classroom scenario. The lecturer can do their lectures from anywhere as well as students can learn the lectures from anywhere. Eduscope.Mobile is a cross-platform mobile application for M-Learning. It provides Live session facility for both Lecturers and students to connect from anywhere to the lecture at the same time. It creates a virtual classroom for lecturers and students. Lecturers and Students perform any activity in a normal classroom by using this mobile application.