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  <title>UCSC Digital Library Collection:</title>
  <link rel="alternate" href="https://dl.ucsc.cmb.ac.lk/jspui/handle/123456789/4753" />
  <subtitle />
  <id>https://dl.ucsc.cmb.ac.lk/jspui/handle/123456789/4753</id>
  <updated>2026-03-29T07:51:33Z</updated>
  <dc:date>2026-03-29T07:51:33Z</dc:date>
  <entry>
    <title>The Nebula Framework: A Deep Gamification Framework for High-Quality Online Learning Experience</title>
    <link rel="alternate" href="https://dl.ucsc.cmb.ac.lk/jspui/handle/123456789/4807" />
    <author>
      <name>Harischandra, B.A.I.V</name>
    </author>
    <author>
      <name>Devinda, K.K</name>
    </author>
    <author>
      <name>Abeyvickrama, A.W.A.V.H</name>
    </author>
    <id>https://dl.ucsc.cmb.ac.lk/jspui/handle/123456789/4807</id>
    <updated>2024-10-21T04:53:38Z</updated>
    <published>2024-09-01T00:00:00Z</published>
    <summary type="text">Title: The Nebula Framework: A Deep Gamification Framework for High-Quality Online Learning Experience
Authors: Harischandra, B.A.I.V; Devinda, K.K; Abeyvickrama, A.W.A.V.H
Abstract: Abstract&#xD;
The trend towards online learning has become a pivotal part of modern education,&#xD;
but it comes with notable challenges, particularly in maintaining student motivation,&#xD;
engagement, retention, and performance over time. Traditional approaches, including&#xD;
attempts at integrating gamification, have been unable to fully unlock its potential to&#xD;
address these issues. In response to these challenges, this research introduces ”Nebula,”&#xD;
a deep gamification framework designed specifically to enhance the student experience on&#xD;
online learning platforms. Nebula shifts the focus from surface-level (shallow) gamification&#xD;
elements, like badges and leaderboards, to a more immersive and meaningful application&#xD;
of deep gamification principles. It aims to improve key educational outcomes such as&#xD;
engagement, consistency, retention, and performance.&#xD;
The project’s scope includes the development and iterative testing of the Nebula&#xD;
framework on a custom-built online learning platform, utilizing the design science research&#xD;
method. Each iteration incorporates feedback and insights, refining the framework to ensure&#xD;
its effectiveness in different learning contexts.&#xD;
The findings from our study indicate that the integration of Nebula into online&#xD;
learning platforms results in significant improvements in student engagement, consistent&#xD;
participation, retention rates, and overall performance.&#xD;
Furthermore, it highlights how deep gamification can lead to a more enriching and&#xD;
sustainable learning experience, thereby enhancing the overall quality of higher education.&#xD;
This research provides valuable implications for educators and platform developers, offering&#xD;
a new perspective on how online learning environments can be optimized through advanced&#xD;
gamification strategies.&#xD;
Keywords: Gamification, eSports, Personalization, Technology Enhanced&#xD;
Learning, The Nebula Framework.</summary>
    <dc:date>2024-09-01T00:00:00Z</dc:date>
  </entry>
  <entry>
    <title>SeEar: Enhancing Learning Experience for the Deaf and Hard-of-Hearing (DHH) Students with Real-time AR Captioning Interfaces</title>
    <link rel="alternate" href="https://dl.ucsc.cmb.ac.lk/jspui/handle/123456789/4806" />
    <author>
      <name>Samaradivakara, Y.N</name>
    </author>
    <author>
      <name>Nimalsiri, K.T.U</name>
    </author>
    <author>
      <name>Pathirage, A.D</name>
    </author>
    <id>https://dl.ucsc.cmb.ac.lk/jspui/handle/123456789/4806</id>
    <updated>2024-10-21T04:50:27Z</updated>
    <published>2024-04-01T00:00:00Z</published>
    <summary type="text">Title: SeEar: Enhancing Learning Experience for the Deaf and Hard-of-Hearing (DHH) Students with Real-time AR Captioning Interfaces
Authors: Samaradivakara, Y.N; Nimalsiri, K.T.U; Pathirage, A.D
Abstract: Abstract&#xD;
Deaf and hard-of-hearing (DHH) students encounter significant challenges within&#xD;
educational settings, primarily stemming from limited exposure to written and&#xD;
spoken language, a lack of tailored educational tools and methodologies, and&#xD;
restricted access to educational resources. We, therefore, adopted a User-Centered&#xD;
Design (UCD) process, collaborating with 8 DHH students and 2 Teachers of&#xD;
the Deaf (ToDs) from a School of Deaf from Sri Lanka to effectively co-design,&#xD;
develop and utilize a real-time captioning augmented reality (AR) system to&#xD;
their school settings, aiming to enhance their learning experience. We address&#xD;
four main research questions: how do we present and place real-time captions,&#xD;
how do we visualize wearer transcriptions and how do we visually represent&#xD;
inaccurate transcriptions from Automatic Speech Recognition (ASR) systems. User&#xD;
study with 24 DHH participants revealed a strong preference (87.5%) for our&#xD;
system, underscoring its potential to enhance learning experience. We share a&#xD;
comprehensive needs analysis, the UCD process, and insights from user feedback&#xD;
and evaluations, highlighting the effectiveness of tailored AR caption interfaces in&#xD;
improving education for DHH students. We discuss the implications of our findings&#xD;
for future development of educational technologies for DHH students. Our findings&#xD;
contribute to further exploration of the potential of tailored AR caption interfaces&#xD;
in addressing the educational challenges faced by DHH students and enhancing&#xD;
their learning experience in specialized educational settings.</summary>
    <dc:date>2024-04-01T00:00:00Z</dc:date>
  </entry>
  <entry>
    <title>UTILIZING MULTI-SENSORY CUES TO ENHANCE ART GALLERY EXPERIENCE</title>
    <link rel="alternate" href="https://dl.ucsc.cmb.ac.lk/jspui/handle/123456789/4805" />
    <author>
      <name>Maithripala, S.A.A.D</name>
    </author>
    <author>
      <name>Menike, W.R.G</name>
    </author>
    <author>
      <name>Weerasinghe, W.M.H.P.B</name>
    </author>
    <id>https://dl.ucsc.cmb.ac.lk/jspui/handle/123456789/4805</id>
    <updated>2024-10-21T04:46:02Z</updated>
    <published>2024-04-01T00:00:00Z</published>
    <summary type="text">Title: UTILIZING MULTI-SENSORY CUES TO ENHANCE ART GALLERY EXPERIENCE
Authors: Maithripala, S.A.A.D; Menike, W.R.G; Weerasinghe, W.M.H.P.B
Abstract: Abstract&#xD;
Assistive technologies play a major role in bridging the accessibility gap in the arts.&#xD;
Despite constant advancements, people with visual impairments (VI) still face challenges&#xD;
in independently experiencing and interpreting paintings. This study aimed&#xD;
to evaluate the effectiveness of conveying the contents of a painting to people with&#xD;
VI using selected multi-sensory stimuli (tactile, auditory, and somatosensory) to&#xD;
compensate for the loss of sight. A prototype, named SEMA (Specially Enhanced&#xD;
Multi-sensory Art), was designed around a simple painting, incorporating actuators&#xD;
for the aforementioned stimuli. SEMA was developed and refined iteratively with&#xD;
visually impaired students at the University of Colombo, Sri Lanka. We analyzed&#xD;
and evaluated all the sensations individually and as a whole system, utilizing several&#xD;
quantitative and qualitative measures. The final user study, conducted with&#xD;
22 visually impaired participants, showed a strong preference (92.6%) for the prototype&#xD;
over traditional painting experiences, highlighting its potential to enhance&#xD;
how VI individuals experience art. The findings of this study contribute to further&#xD;
exploration of multi-sensory integration in entertainment and its impact on the&#xD;
visually impaired community.</summary>
    <dc:date>2024-04-01T00:00:00Z</dc:date>
  </entry>
  <entry>
    <title>Enhancing Automated Student Answer Marking:</title>
    <link rel="alternate" href="https://dl.ucsc.cmb.ac.lk/jspui/handle/123456789/4804" />
    <author>
      <name>Wickramasinghe, M.A.V.V</name>
    </author>
    <author>
      <name>Abeywardana, T.H.H</name>
    </author>
    <author>
      <name>Nandadewa, P.A.N.P</name>
    </author>
    <id>https://dl.ucsc.cmb.ac.lk/jspui/handle/123456789/4804</id>
    <updated>2024-10-21T04:42:59Z</updated>
    <published>2024-09-01T00:00:00Z</published>
    <summary type="text">Title: Enhancing Automated Student Answer Marking:
Authors: Wickramasinghe, M.A.V.V; Abeywardana, T.H.H; Nandadewa, P.A.N.P
Abstract: Abstract&#xD;
In this research, we explored the potential of Large Language Models (LLM) to&#xD;
enhance the automated marking process in education by utilizing LLMs’ improved&#xD;
understanding of language and instructions following nature. We provided subject&#xD;
content as knowledge to increase accuracy in the marking of answers written for&#xD;
structured questions that are made up of theoretical subjects. Additionally, we&#xD;
examined the use of grading rubrics to maintain consistency and fairness in the&#xD;
marking process and, the use of prompt optimization techniques to enhance the&#xD;
accuracy by refining the prompts. Importantly, we examined the reliability and&#xD;
generalizability of prompts across various subjects and di↵erent questions, making&#xD;
the optimized prompt applicable to automated student answer marking of various&#xD;
theoretical subjects. Finally, detailed feedback generated utilizing the rubric&#xD;
grading scale that provide students with valuable insights to aid their learning&#xD;
journey.&#xD;
The results of the study highlighted the importance of providing external&#xD;
knowledge within the prompt to improve the performance of Large Language&#xD;
Models (LLMs) like Generative Pre-Trained Transformers (GPT) in the automated&#xD;
grading of students’ answers. The inclusion of grading rubrics, model answers,&#xD;
and course content significantly enhanced the accuracy of scores assigned by the&#xD;
LLM, reducing deviations from human evaluator scores. Particularly in theoretical&#xD;
subjects within the IT domain, where LLMs tend to apply vast knowledge beyond&#xD;
the scope of student expectations, providing course content or model answers&#xD;
helped define the expected answer scope and guide the LLM in determining other&#xD;
possible correct answers. This approach not only streamlines the marking process&#xD;
for academic sta↵ but also promotes transparency and reduces human errors&#xD;
in marking. Additionally, prompt engineering techniques were used to further&#xD;
engineer the basic prompt. A detailed feedback was also provided to students at&#xD;
the end of the marking process. However, combining multiple prompt engineering&#xD;
techniques with a basic prompt did not outperform the basic prompt, suggesting&#xD;
the need for further exploration and refinement in prompt design strategies.</summary>
    <dc:date>2024-09-01T00:00:00Z</dc:date>
  </entry>
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