In this review paper, the studies dedicated to identifying the learning of Object Oriented Progra... more In this review paper, the studies dedicated to identifying the learning of Object Oriented Programming through Serious Games(SGs) and applying different programming approached applied were investigated. This systematic review attempts to gather all evidence that helps answer three specific research questions: identification of SGs developed or incorporated for learning OOP, OOP concepts covered in those games, and programming approaches applied. Three different ways were found as result of the learning through SGs: learning by playing games, learning by creating games and learning by using game related tools. Majority of studies covered all basic OOP concepts. The programming approaches applied includes object first, concept first, GUI first and code first programming approaches. Result indicates learning by playing games is most frequently used and effective strategy followed by learning by using game related tools. The most common programming approach applied is Game as first approach.
Technological interventions for teaching children with autism spectrum disorders (ASD) are becomi... more Technological interventions for teaching children with autism spectrum disorders (ASD) are becoming popular due to their potentials for sustaining the attention of children with rich multimedia and repetitive functionalities. The degree of attentiveness to these technological interventions differs from one child to another due to variability in the spectrum. Therefore, an objective approach, as opposed to the subjective type of attention assessment, becomes essential for automatically monitoring attention in order to design and develop adaptive learning tools, as well as to support caregivers to evaluate learning tools. The analysis of facial expressions recently emerged as an objective method of measuring attention and participation levels of typical learners. However, few studies have examined facial expressions of children with ASD during an attention task. Thus, this study aims to evaluate existing facial expression parameters developed by “affectiva”, a commercial engagement level measuring tool. We conducted fifteen experimental scenarios of 5 min each with 4 children with ASD and 4 typically developing children with an average age of 8.8 years, A desktop virtual reality-continuous performance task (VR-CPT) as attention stimuli and a webcam were used to stream real-time facial expressions. All the participants scored above average in the VR-CPT and the performance of the TD group was better than that of ASD. While 3 out of 10 facial expressions were prominent in the two groups, ASD group showed addition facial expression. Our findings showed that facial expression could serve as a biomarker for measuring attention differentiating the groups.
Computer Games have changed the world as they influence our culture and lives. Games with educati... more Computer Games have changed the world as they influence our culture and lives. Games with educational purposes are being incorporated in almost every field of life. These games help to learn the concepts in interesting and interactive ways. A lot of research is being conducted on Digital Game Based Learning, with purpose to study existing strategies and propose different models to improvised Learning. This paper presents the development of a game prototype for history based courses for the secondary school kids. The purpose of this prototype is to improvise learning of students in these courses.
The use of different technologies for the intervention of children with autism spectrum disorder ... more The use of different technologies for the intervention of children with autism spectrum disorder (ASD) has increased over the year with the increase in the number of children diagnosed with ASD. In recent years, among the different technologies, the researchers have started to use the augmented reality (AR) to provide the intervention of different skills to children with ASD. The use of AR has many benefits, including ubiquity, minimally work with a camera, among others. Despite several benefits, AR has been underutilized for the vocabulary learning of children with ASD. This paper presents the initial version of the Mobile augmented reality app for children with autism spectrum disorder (ASD) to learn vocabulary (MARVoc). The purpose of developing MARVoc is to support teaching staff at the centers based in Doha, Qatar, to provide an interactive learning environment to children with ASD. The requirements of the MARVoc were gathered from two centers for ASD in Doha; two specific use cases were created from which one use case was finalized for the development of MARVoc. The initial version of the MARVoc was developed; the feedback was taken from the staff working at centers for ASD in Doha, and MARVoc was updated.
Literature review is an excruciating part in the process of research. It requires an analysis of ... more Literature review is an excruciating part in the process of research. It requires an analysis of published material on the topic of interest. Moreover, for a few researchers, it is challenging to extract a great number of required objectives, including problem identification, commonly known as 'gap' in research. Searching and locating most appropriate literature is no more great deal in this era of Information and Communication Technology (ICT), instead overloading of the literature is a major problem and the great challenge to be handled. Often postgraduate research students raise three questions to their peers and supervisors. First, how many articles are sufficient for a good for a good literature reviews? Second, how many past years literature will be enough to meet the required level for a good literature review? And third, what if, literature referred is published in the language other than researchers language? In this research paper a novel hypothetical model is prop...
In this review paper, the studies dedicated to identifying the learning of Object Oriented Progra... more In this review paper, the studies dedicated to identifying the learning of Object Oriented Programming through Serious Games(SGs) and applying different programming approached applied were investigated. This systematic review attempts to gather all evidence that helps answer three specific research questions: identification of SGs developed or incorporated for learning OOP, OOP concepts covered in those games, and programming approaches applied. Three different ways were found as result of the learning through SGs: learning by playing games, learning by creating games and learning by using game related tools. Majority of studies covered all basic OOP concepts. The programming approaches applied includes object first, concept first, GUI first and code first programming approaches. Result indicates learning by playing games is most frequently used and effective strategy followed by learning by using game related tools. The most common programming approach applied is Game as first approach.
Technological interventions for teaching children with autism spectrum disorders (ASD) are becomi... more Technological interventions for teaching children with autism spectrum disorders (ASD) are becoming popular due to their potentials for sustaining the attention of children with rich multimedia and repetitive functionalities. The degree of attentiveness to these technological interventions differs from one child to another due to variability in the spectrum. Therefore, an objective approach, as opposed to the subjective type of attention assessment, becomes essential for automatically monitoring attention in order to design and develop adaptive learning tools, as well as to support caregivers to evaluate learning tools. The analysis of facial expressions recently emerged as an objective method of measuring attention and participation levels of typical learners. However, few studies have examined facial expressions of children with ASD during an attention task. Thus, this study aims to evaluate existing facial expression parameters developed by “affectiva”, a commercial engagement level measuring tool. We conducted fifteen experimental scenarios of 5 min each with 4 children with ASD and 4 typically developing children with an average age of 8.8 years, A desktop virtual reality-continuous performance task (VR-CPT) as attention stimuli and a webcam were used to stream real-time facial expressions. All the participants scored above average in the VR-CPT and the performance of the TD group was better than that of ASD. While 3 out of 10 facial expressions were prominent in the two groups, ASD group showed addition facial expression. Our findings showed that facial expression could serve as a biomarker for measuring attention differentiating the groups.
Computer Games have changed the world as they influence our culture and lives. Games with educati... more Computer Games have changed the world as they influence our culture and lives. Games with educational purposes are being incorporated in almost every field of life. These games help to learn the concepts in interesting and interactive ways. A lot of research is being conducted on Digital Game Based Learning, with purpose to study existing strategies and propose different models to improvised Learning. This paper presents the development of a game prototype for history based courses for the secondary school kids. The purpose of this prototype is to improvise learning of students in these courses.
The use of different technologies for the intervention of children with autism spectrum disorder ... more The use of different technologies for the intervention of children with autism spectrum disorder (ASD) has increased over the year with the increase in the number of children diagnosed with ASD. In recent years, among the different technologies, the researchers have started to use the augmented reality (AR) to provide the intervention of different skills to children with ASD. The use of AR has many benefits, including ubiquity, minimally work with a camera, among others. Despite several benefits, AR has been underutilized for the vocabulary learning of children with ASD. This paper presents the initial version of the Mobile augmented reality app for children with autism spectrum disorder (ASD) to learn vocabulary (MARVoc). The purpose of developing MARVoc is to support teaching staff at the centers based in Doha, Qatar, to provide an interactive learning environment to children with ASD. The requirements of the MARVoc were gathered from two centers for ASD in Doha; two specific use cases were created from which one use case was finalized for the development of MARVoc. The initial version of the MARVoc was developed; the feedback was taken from the staff working at centers for ASD in Doha, and MARVoc was updated.
Literature review is an excruciating part in the process of research. It requires an analysis of ... more Literature review is an excruciating part in the process of research. It requires an analysis of published material on the topic of interest. Moreover, for a few researchers, it is challenging to extract a great number of required objectives, including problem identification, commonly known as 'gap' in research. Searching and locating most appropriate literature is no more great deal in this era of Information and Communication Technology (ICT), instead overloading of the literature is a major problem and the great challenge to be handled. Often postgraduate research students raise three questions to their peers and supervisors. First, how many articles are sufficient for a good for a good literature reviews? Second, how many past years literature will be enough to meet the required level for a good literature review? And third, what if, literature referred is published in the language other than researchers language? In this research paper a novel hypothetical model is prop...
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Papers by Kamran Khowaja