R. Jayakrishnan
Amrita Vishwa Vidyapeetham
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Emerging Research in Computing, Information, Communication and Applications: ERCICA 2015, Volume 2 | 2016
P. Meera; M. L. McLain; Kamal Bijlani; R. Jayakrishnan; Bhavani Rao
The applications of using serious games as a teaching tool are vast. One of the fields of knowledge that is now being implemented in serious games is Disaster Relief Management. Serious games use a variety of multimedia and strategies that allow the learner to participate in a graphic simulation of a disaster. This work gamifies the topic of flood risk management. Floods are a unique type of disaster in that they have an element of predictability. This predictability can be utilized as a gaming element involving time limits to reduce the amount of destruction and loss of life due to flooding. Of the many benefits of using games for educational purposes, it can help people who live in rural areas who may have limited education comprehend this complex material in a meaningful way. A learning approach called Kolb’s Learning Model is used to convey the material. It familiarizes people with the different responses and terminologies of the hazard while achieving high concentration and interest from the learner. After developing this game, the effectiveness of this gaming method is analyzed by a comparative study of text book learning and this serious game.
international conference on computing communication and networking technologies | 2015
R. Sreelakshmi; M. L. McLain; Abhishek Rajeshwaran; Bhavani Rao; R. Jayakrishnan; Kamal Bijlani
Technology enhanced Learning has brought drastic changes in the field of education in the modern world. In this study we explore a novel way to improve how high school students learn by building a serious game that uses a pedagogical model developed by Robert Gagne. By integrating serious game with principles of Gagnes learning model can provide engaging and meaningful instructions to students. The game developed in this study is a waste sorting game that can easily and succinctly demonstrate the principles of this learning model. All the tasks in the game that the player has to accomplish correspond to Gagnes “Nine Events of Learning”. A quiz is incorporated in order to get data on the progress made by the player in understanding the concept and as well as to assess them. Additionally, an experimental study was conducted which demonstrates that game based learning using Gagnes event is more effective than a traditional classroom setup.
international conference on computing communication and networking technologies | 2015
A Sajana; Kamal Bijlani; R. Jayakrishnan
Learning Programming concepts are widely known to be hardest thing with respect to novice learners. Here, we propose learn concepts via serious games together with Linear programmed instruction methodology provides innovative ways to become more engaged in Learning with intrinsic motivation. The Game is based on visualizations of different programming concepts as real life scenarios and on the interpretation of concepts. Intention is to renovate novice to expert in an effortless environment which allows them to practice, make mistakes and learn. Associated review section caused learner to complete levels quicker, providing amplified understanding. The results demonstrate that the students are fascinated towards computer games towards learning of programming concepts. Students responded that, game based learning is motivating, entertaining, concepts in programming can be visualized and learnt owing to game playing and game encourages intrinsic motivation to deeper learning.
Archive | 2018
George Jacob; R. Jayakrishnan; Kamal Bijlani
Serious game is used as an educational tool to teach about some complex actions in the real world. Serious game helps to visualize different situations which the learner has not experienced in real life. Fire accidents are occurring generally due to careless handling of flammable substances. From the analysis of experiments, we understood that most of the people did not get any training on fire and safety. The objective of this study is to give proper guidance and training to handle fire. This can be implemented through a serious game with some alert messages. This paper proposes to create awareness about fire risks that can happen in different scenarios through a serious game. This game focuses on common people. This game will provide an experience to the player.
Archive | 2016
Aiswarya Gopal; Kamal Bijlani; Vinoth Rengaraj; R. Jayakrishnan
In the business world, the term “startup” is frequently ringing the bell with the high frequency of young ventures. The main dilemma of startups is the unsuccessful management of the unique risks that have to be confronted in the present world of competition and technology. This research work tried to bring out a game based methodology to enhance enough real-world experience among entrepreneurs as well as management students to handle risks and challenges in the field. The game will provide experience to the player to overcome challenges like market problems, running out of cash, poor management, and product problems which can be resolved by a proper strategic approach in the entrepreneurship world. The proposed serious game works on the life cycle of a new software enterprise where the entrepreneur moves from the planning stage to secured financial stage, laying down the basic business structure, and initiates the operations ensuring the increment in confidence level of the player.
Emerging Research in Computing, Information, Communication and Applications: ERCICA 2015, Volume 2 | 2016
U. V. Archana; Abhishek Rajeshwaran; M. L. McLain; Kamal Bijlani; Bhavani Rao; R. Jayakrishnan
Technology in the classroom is changing the way educators teach. When a serious game is combined with a pedagogical learning strategy the probability of learning and synthesizing new concepts can become much greater. In this work we take the concept of learning about one’s carbon footprint and combine it with the step by step process of Bloom’s Taxonomy, a proven and well-established learning method, and incorporate it into a serious game. The objective is to demonstrate that learning in this way will result in higher learning motivation and a better understanding of the subject matter. In the game the player needs to reduce their carbon footprint in an office building. Unlike in a traditional classroom where the student is only a receiver of knowledge, in this serious game the student has a more direct experience of the subject, eliciting good decision making and improving subject comprehension.
Emerging Research in Computing, Information, Communication and Applications: ERCICA 2015, Volume 2 | 2016
K. R. Parvathy; M. L. McLain; Kamal Bijlani; R. Jayakrishnan; Rao R. Bhavani
Augmented Reality (AR) technology is considered to be an important emerging technology used in education today. One potentially key use of AR in education is to teach socio-scientific issues (SSI), topics that inure students towards social conscience and critical thinking. This work uses multiple markers and virtual buttons that interact with each other, creating a life-like visual spectacle. Learning about issues such as global warming by using AR technology, students will have an increased sense of experiencing immersion, immediacy, and presence, thereby enhancing their learning as well as likely improving their ability to make better informed decisions about considerations of such issues. Another advantage of AR is that it is a low cost technology, making it advantageous for educators to adapt to their classrooms. Also in this work we compare the effectiveness of AR versus ordinary video by polling a group of students to assess the content understandability, effectiveness and interaction of both the delivery methods.
advances in computing and communications | 2015
B. Remya Mohan; Kamal Bijlani; R. Jayakrishnan
Visualization in an educational context provides the learner with visual means of information. Conceptualizing certain circumstances such as consequences of smoking can be done more effectively with the help of the technology, Augmented Reality (AR). It is a new methodology for effective learning. This paper proposes an approach on how AR based on Marker Technology simulates the harmful effects of smoking and its consequences using Unity 3D game engine. The study also illustrates the impact of AR technology on students for better learning.
international conference on technology for education | 2016
Amal K. George; M. L. McLain; Kamal Bijlani; R. Jayakrishnan; Rao R. Bhavani
World Academy of Science, Engineering and Technology, International Journal of Educational and Pedagogical Sciences | 2015
K. R. Parvathy; Rao R. Bhavani; M. L. McLain; Kamal Bijlani; R. Jayakrishnan