Samiullah Paracha

ORCID: 0000-0002-8002-7101
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About
Contact & Profiles
Research Areas
  • Educational Games and Gamification
  • Digital Games and Media
  • Intelligent Tutoring Systems and Adaptive Learning
  • Gaze Tracking and Assistive Technology
  • Online Learning and Analytics
  • Innovative Human-Technology Interaction
  • Artificial Intelligence in Games
  • Health and Well-being Studies
  • Online and Blended Learning
  • Virtual Reality Applications and Impacts
  • Ethics and Social Impacts of AI
  • Child Development and Digital Technology
  • Teaching and Learning Programming
  • Digital Storytelling and Education
  • Information and Cyber Security
  • Innovative Teaching and Learning Methods
  • Information Systems Theories and Implementation
  • ICT in Developing Communities
  • Technology and Education Systems
  • Mobile Learning in Education
  • Human Motion and Animation
  • Health disparities and outcomes
  • Psychological Well-being and Life Satisfaction
  • Impact of Technology on Adolescents
  • Software Engineering and Design Patterns

Xi’an Jiaotong-Liverpool University
2023-2024

University of Sunderland
2019-2022

Creative Technology (Singapore)
2022

Kobe Institute Of Computing
2013-2017

Waseda University
2013

State Board of Education
2009

Online learning is rapidly expanding in both the number of programs and users. Concerns are arising on how to improve quality materials delivery methods. This research intends explore potential use Internet Things (IoT) collect data, which will be analyzed get information useful for decision making online programmes Higher Education Institutions (HEIs).

10.1109/icasi.2017.7988469 article EN 2017-05-01

Abstract This paper discusses leveraging design thinking techniques for involving children in serious game Japanese elementary schools. Our action research project approach accomplished two different goals: (1) to inculcate pupils, and (2) sensitize on bullying victimization. uses a range of participatory methods distil ideas from support their aiming boost children’s creative confidence develop social emotional skills. Key findings our are: made valuable contributions including realistic...

10.1515/edu-2019-0021 article EN cc-by Open Education Studies 2019-01-01

Instilling Islamic values in our children has become a key concern as they more acquisitive and fixated on carving path towards academic financial success. Serious Games can be an ideal medium for inculcating such sociability, responsibility, compassion, forgiveness etc. As such, Shimpai Muyou! serious game been developed to prepare real life challenges through constructive discussion feedback change relationships positive ways. The architecture consists of two mutually interacting layers:...

10.1109/nooric.2013.44 article EN 2013-12-01

Virtual environments have the potential to be an important teaching tool for emotionally sensitive issues capable of producing a sense presence, perspective-taking and introspection in users risk-free, rapid feedback experience. In designing such experiences, it is essential that are regularly engaged collaborative design process. However, engaging design, development, evaluation can itself provide learning Here, authors present approach children development virtual environment, specifically...

10.4018/ijvple.2020070104 article EN International Journal of Virtual and Personal Learning Environments 2020-04-24

The lack of strong reading comprehension skills affects a student's success in school. This paper aims to examine how fluent and non-fluent readers process text images by utilizing eye movement methodology. Three types diagnostic instruments were used collect data (text-only, image image-only). experiments also involved personal observation, interviews Q&A sessions understand participants' level. Data analysis was done through Eye Tribe application.

10.1109/icamse.2016.7840213 article EN 2016-11-01

Purpose Aging is a complex and multifactorial process. This study aims to focus on mattering in older people. Mattering the feeling of being important others ways that give individuals sense they are valued other people care about them. However, for many, aging brings loss self-esteem, feel useless, deprived unwanted. The authors have adopted partial least square structural equation modeling technique Self-Esteem Scale Rosenberg evaluating level self-esteem senior citizens Pakistan. results...

10.1108/wwop-02-2023-0005 article EN Working with Older People 2023-08-17

Learning difficulties among graduate students have always been greatest challenge. analytics offers an evidence-based problem solving approach. In this context, eye-tracking is a profound technology that captures real-time eye gaze data of learners. This paper proposes robust intelligent tutoring system based on the tracking The adaptive learning by providing customized feedback to Learner-centered design approach has followed throughout development process. Measuring success, evaluation...

10.1109/icasi.2017.7988616 article EN 2017-05-01

Learning difficulties amongst postgraduate students have been cited as one of the most neglected problems. Eye tracking plays an important role in gathering data about how interact with learning material. This paper proposes a new approach using high speed eye equipment and fast computer monitors to collect necessary gaze contingent fixation Japanese English language learners. Heat maps eye-gaze patterns generated during preliminary experiments help inform methods used teach reading. As such...

10.1109/lt.2016.7562858 article EN 2016-04-10

Microblogging and social networking sites have become a popular means of communication channels among internet users. They provide tools for people to voice their opinions. These contain vast amounts opinionated data, leading an increased growth in research on sentiment analysis opinion mining. The study aims at using Twitter, major platform microblogging communication, conduct analysis. Real time data was automatically streamed the Twitter API collect public's sentiments regarding...

10.1109/icasi.2017.7988441 article EN 2017-05-01

Abstract In response to the pandemic, many countries have had multiple lockdowns punctuated by partial freedoms limiting physically being together. 2020–2021, during COVID-19 parents were stressed and exhausted challenges of work, home schooling, barriers typical childcare arrangements. Children missing one another, their social lives, variety experiences that world beyond brings. Immersive Virtual Reality (IVR) offers tried tested ways enable children maintain beyond-household family...

10.1162/pres_a_00347 article EN PRESENCE Virtual and Augmented Reality 2019-01-01

The recent researches in the realm of virtual learning environments have revealed how children can positively contribute design process. Comicboarding is a participatory designed method that involves use comic books and drawings to produce believable engaging scenarios with children. Researchers elicit ideas from by leveraging known plot formats, interaction styles characters comics. paper describes collaboration enabled researchers capture stories experiences tell about persistently...

10.1109/inmic.2008.4777806 article EN IEEE International Multitopic Conference 2008-12-01

Virtual environments can verily be considered as key component of next-generation systems, because they surpass conventional multi-media thus, allowing an active and responsive interface. The paper suggests that such persuasive computing technology effectively used to alter children's attitudes in a predetermined way impediment youth deviancy Pakistan which is at rife. It achieved by applying synthetic characters will create feeling social presence establishing credible empathic relationship...

10.1109/ic4.2009.4909165 article EN 2009-02-01

Passing the university entrance examination is a crucial step in student's life because it opens vistas of higher education professional development. It very competitive to certain degree so students try their luck with necessary preparation. Those who not prepared well, they fail it. Kankor one such Afghanistan. However, majority talented could pass it, do deserve education; but have any guideline, training facilities physical or online, and capabilities. In this paper we analyze research...

10.1109/iwcia.2015.7449462 article EN 2015-11-01

The article presents an interactive narrative framework for the domain of sinti-Ijime education based on a type intelligent agent called Story Director. A story director whilst preserves authorial intent in virtual world at same time delivers good user experience. It is capable adapting environment to coerce participant's experience conform set provided properties. will be used develop 3D real learning prevent aggressive behaviour school children by inducing affective responses against...

10.1109/tencon.2010.5686011 article EN 2010-11-01

Drug addiction amongst Afghan children is a major social menace. This paper proposes an innovative virtual learning environment that will offer promising deterrent against drug abuse at schools. The system comprises of intelligent tutoring layer and story generator. former offers customized on to the later engages them in coherent generation. To measure success, usability pedagogical evaluations be carried out lab schools consecutively.

10.1109/icamse.2016.7840190 article EN 2016-11-01

Involving learners at an early stage of learning environment design enables the researchers to base a system around their needs. This approach is particularly advantageous when designing innovative that encourages experiential and entertai

10.3233/idt-2011-0109 article EN Intelligent Decision Technologies 2011-06-30
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