Publication:
A Gamified Virtual Learning Environment to Enhance Online Teaching and Learning Experience

dc.contributor.authorTharaka, W.C.M. K
dc.contributor.authorDilanka, R. M. T
dc.contributor.authorPerera, H.D.D. S
dc.contributor.authorRathnayake, R.H.C. S
dc.contributor.authorKodagoda, N
dc.contributor.authorSuriyawansa, K
dc.date.accessioned2022-09-05T11:08:05Z
dc.date.available2022-09-05T11:08:05Z
dc.date.issued2022-07-18
dc.description.abstractIn-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.en_US
dc.identifier.citationT. W. C. M. K., D. R. M. T., P. H. D. D. S., R. R. H. C. S., N. Kodagoda and K. Suriyawansa, "A Gamified Virtual Learning Environment to Enhance Online Teaching and Learning Experience," 2022 IEEE 7th International conference for Convergence in Technology (I2CT), 2022, pp. 1-7, doi: 10.1109/I2CT54291.2022.9824050.en_US
dc.identifier.doi10.1109/I2CT54291.2022.9824050en_US
dc.identifier.isbn978-1-6654-2168-3
dc.identifier.urihttps://rda.sliit.lk/handle/123456789/2961
dc.language.isoenen_US
dc.publisherIEEEen_US
dc.relation.ispartofseries2022 IEEE 7th International conference for Convergence in Technology (I2CT);
dc.subjectGamifieden_US
dc.subjectVirtual Learningen_US
dc.subjectEnvironmenten_US
dc.subjectEnhance Onlineen_US
dc.subjectLearning Experienceen_US
dc.subjectTeachingen_US
dc.titleA Gamified Virtual Learning Environment to Enhance Online Teaching and Learning Experienceen_US
dc.typeArticleen_US
dspace.entity.typePublication

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