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All Outputs (4)

Obmaaq: Ontology-based model for automated assessment of short-answer questions (2024)
Conference Proceeding
Ramnarain-Seetohul, V., Bassoo, V., & Rosunally, Y. (in press). Obmaaq: Ontology-based model for automated assessment of short-answer questions. In 2023 First International Conference on Advances in Electrical, Electronics and Computational Intelligence (ICAEECI). https://doi.org/10.1109/ICAEECI58247.2023.10370992

Automated scoring of short answers is becoming increasingly important nowadays, as more classes are taking place online due to COVID-19 outbreaks. Over the past 50 years, different techniques have been applied to develop ways of assessing short answe... Read More about Obmaaq: Ontology-based model for automated assessment of short-answer questions.

Personalised learning through context-based adaptation in the serious games with gating mechanism (2023)
Journal Article
Shum, L. C., Rosunally, Y., Scarle, S., & Munir, K. (2023). Personalised learning through context-based adaptation in the serious games with gating mechanism. Education and Information Technologies, 28(10), 13077-13108. https://doi.org/10.1007/s10639-023-11695-8

When the traditional "one size fits all" approach is used in designing educational games, the game context is usually arranged in a fixed sequence. However, the designated content may not effectively support the diversity of players. The player's abi... Read More about Personalised learning through context-based adaptation in the serious games with gating mechanism.

Climbing up the leaderboard: An empirical study of applying gamification techniques to a computer programming class (2016)
Journal Article
Fotaris, P., Mastoras, T., Leinfellner, R., & Rosunally, Y. (2016). Climbing up the leaderboard: An empirical study of applying gamification techniques to a computer programming class. Electronic Journal of eLearning, 14(2), 94-110

Conventional taught learning practices often experience difficulties in keeping students motivated and engaged. Video games, however, are very successful at sustaining high levels of motivation and engagement through a set of tasks for hours without... Read More about Climbing up the leaderboard: An empirical study of applying gamification techniques to a computer programming class.

From hiscore to high marks: Empirical study of teaching programming through gamification (2015)
Presentation / Conference
Fotaris, P., Mastoras, T., Leinfellner, R., & Yasmine, R. (2015, October). From hiscore to high marks: Empirical study of teaching programming through gamification. Paper presented at 9th European Conference on Games Based Learning ECGBL 2015, Steinkjer, Norway

Unlike conventional taught learning, video games are very successful at keeping players constantly motivated and engaged on a set of tasks for many hours without apparent loss of focus. Additionally, when playing, gamers solve complex problems withou... Read More about From hiscore to high marks: Empirical study of teaching programming through gamification.