Evaluation criteria for different disciplines vary from subject to subject such as Computer science, Medicine, Management, Commerce, Art, Humanities and so on. Various evaluation criteria are being used to measure the retention of the students' knowledge. Some of them are in-class assignments, take home assignments, group projects, individual projects and final examinations. When conducting lectures in higher education institutes there can be more than one method to evaluate students to measure their retention of knowledge. During the short period of the semester system we should be able to evaluate students in several ways. There are practical issues when applying multiple evaluation criteria. Time management, number of students per subject, how many lectures delivered per semester and the length of the syllabus are the main issues. The focus of this paper however, is on identification, finding advantages and proposing an evaluation criterion for Computer based testing for programming subjects in higher education institutes in Sri Lanka. Especially when evaluating hand written answers students were found to have done so many mistakes such as programming mistakes. Therefore they lose considerable marks. Our method increases the efficiency and the productivity of the student's and also reduces the error rate considerably. It also has many benefits for the lecturer. With the low number of academic members it is hard to spend more time to evaluate them closely. A better evaluation criterion is very important for the students in this discipline because they should stand on their own feet to survive in the industry.
Games are used for other purposes than providing entertainment. This chapter is particularly interested in serious games, also known as simulators, with immersive virtual reality environments that are used for training and teaching purposes. These simulators have very stringent requirements and as a result, they are expensive to build. However, the authors managed to develop a ship handling simulator for the Sri Lanka Navy, at a cost of less than $20,000, which is an order of magnitude less costly than the cheapest available ship handling simulators. The cost of the simulator was kept at a minimum by using Commodity-Off-The-Shelf (COTS) hardware, Free and Open Source Software (FOSS), and also by adopting a development strategy which kept the client involved in the complete life cycle of the development. The availability of the required manpower at a very low cost in Sri Lanka was also beneficial.
Marine environment is one of the natural ecosystem which is been affected by the unscrupulous human activities. Lots of efforts are taken to preserve and maintain the balance of the aquatic resources by responsible bodies. European Union convention on the law of the sea has a great impact on avoiding the IUU fishing activities of the countries with large scaled fisheries industry. Fishing grounds should be harvested with caution otherwise whole could be endanger in extinction while harvesting the whole school of fish. There the fishermen are responsible for releasing under-weight fishes and the other fish types which are prohibited to be caught. With the technology all the manual works has been eased and heightened in accuracy wise. Albeit the advantages are there, the main drawback is that they are being expensive. Localizing those products and requirement adding has been the major gap which has limited those commercial products being popularized in the countries with native languages. In this paper we have discussed a novel approach for fishing vessel tracking and catch reporting which minimizes above drawbacks.
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