Faculty of Computing
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Publication Embargo PROBEXPERT: An Enhanced Q&A Platform for Reducing Time Spent on Learning and Finding Answers(IEEE, 2022-07-18) Thennakoon, K; Ekanayake, D; Marapana, T; Ranasinghe, A; Wijendra, D. R; Gamage, AThe World Wide Web contains a wide range of material from a variety of fields. However, when concerns towards the computer science domain, information users find on the internet may not be up-to-date due to the rapid pace of change and having to spend less time on the internet for researching and debugging tasks is an added luxury. Having an expertise level while providing answers through a platform is convenient for users, yet when a user signs into a platform, the user must start from the beginning, regardless of the level of competence in the field. Moreover, not having a proper way to evaluate the existing programming knowledge is another obstacle. To address mentioned complications, researchers of this paper have introduced a new e-learning platform- ‘ProbExpert’. The platform has been constructed with machine learning and deep learning approaches such as NLP, keyword extraction, semantic information analysis, cosine similarity, and information summarization. With aforesaid technologies, ProbExpert provides systems in automated answering, optimized answer generation, structured question-based quiz evaluation together with a fully automated portfolio generation with a novel user ranking algorithm based on the bell curve.Publication Embargo AwareME: Public Awareness through Game-Based Learning(IEEE, 2020-11-16) Dassanayake, D. K. M. P. M. M; Wijesinghe, S. N; Jayasiri, T. L. C; Keenawinna, K. A. R. T; Rankothge, W. HIt is widely recognized that a nation with minimum problems relating to areas such as health, environment, infrastructure, and technology is a developed country [1]. However, the developing/ lower-middle income countries need many improvements in the above-mentioned areas, as they are still lacking in those areas [1]. Apart from the risk associated with these problems, the main challenge faced by developing countries is, making the public aware of these problems. In this paper, we are proposing a mobile game-based learning platform: "AwareME" which focuses on following problems: (1) health awareness (dengue fever), (2) environmental awareness (garbage disposal), (3) cyber security awareness (social media) and (4) safety awareness (road safety). The "AwareME" platform includes quizzes, 2D/3D puzzle games, and 3D action games with activities to improve the cognitive skills and awareness of the public. We have provided the results of an initial performance evaluation of "AwareME" platform.Publication Embargo AwareME: public awareness through game-based learning(IEEE, 2020-11-16) Dassanayake, D. K. M. P. M. M; Wijesinghe, S. N; Jayasiri, T. L. C; Keenawinna, K. A. R. T; Rankothge, W. H; Gamage, NIt is widely recognized that a nation with minimum problems relating to areas such as health, environment, infrastructure, and technology is a developed country [1]. However, the developing/ lower-middle income countries need many improvements in the above-mentioned areas, as they are still lacking in those areas [1]. Apart from the risk associated with these problems, the main challenge faced by developing countries is, making the public aware of these problems. In this paper, we are proposing a mobile game-based learning platform: "AwareME" which focuses on following problems: (1) health awareness (dengue fever), (2) environmental awareness (garbage disposal), (3) cyber security awareness (social media) and (4) safety awareness (road safety). The "AwareME" platform includes quizzes, 2D/3D puzzle games, and 3D action games with activities to improve the cognitive skills and awareness of the public. We have provided the results of an initial performance evaluation of "AwareME" platform.Publication Embargo 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, MSmart 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.
