Play and Learn Case Study on Learning Abilities Through Effective Computing in Games

Muhammad Ayoub Kamal, Muhammad Mansoor Alam, Hammad Khawar, M. Mazliham
{"title":"Play and Learn Case Study on Learning Abilities Through Effective Computing in Games","authors":"Muhammad Ayoub Kamal, Muhammad Mansoor Alam, Hammad Khawar, M. Mazliham","doi":"10.1109/MACS48846.2019.9024771","DOIUrl":null,"url":null,"abstract":"Effective computing has now become a more active research topic. It includes multidisciplinary knowledge and background, such as cognitive, physiology, and computer sciences. Our research topic is based on effective computing through games in which we have tried to gather the data of the user experience obtained after playing games targeted by us. The game was chosen as a tool and domain by us to research over effective computing as we found out that it is very effective in penetrating the emotional system of the human via machine. Authors have gathered their experiences through our questionnaires that we provided to them after they have done playing games. These questionnaires gave us insight and helped us to make decisions. It provided us with a way to examine the type of game which people like to play more. As everyone likes to play games, but which type of game one prefers to play and why was an important issue to deal with in order to do our research over effective computing in games? As discussed above, that everyone likes to play games, authors have endeavored not to target any particular user or aged group and ensured not to take users from any specific environment or background. This research study is for everyone or to say, for general users. This study also examines whether the effective computing has produced positive impacts on learning abilities of the user or not. This paper summarizes the efficient use of effective computing that facilitates user to get or learn some things by the help of these games. It may not be harmful to the users in any way in terms of health, which can be made possible by making use of effective sciences, relevant methods and techniques from effective computing, and it will also support a good level of game designing concerning user requirements.","PeriodicalId":434612,"journal":{"name":"2019 13th International Conference on Mathematics, Actuarial Science, Computer Science and Statistics (MACS)","volume":"16 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2019-12-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"6","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"2019 13th International Conference on Mathematics, Actuarial Science, Computer Science and Statistics (MACS)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/MACS48846.2019.9024771","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 6

Abstract

Effective computing has now become a more active research topic. It includes multidisciplinary knowledge and background, such as cognitive, physiology, and computer sciences. Our research topic is based on effective computing through games in which we have tried to gather the data of the user experience obtained after playing games targeted by us. The game was chosen as a tool and domain by us to research over effective computing as we found out that it is very effective in penetrating the emotional system of the human via machine. Authors have gathered their experiences through our questionnaires that we provided to them after they have done playing games. These questionnaires gave us insight and helped us to make decisions. It provided us with a way to examine the type of game which people like to play more. As everyone likes to play games, but which type of game one prefers to play and why was an important issue to deal with in order to do our research over effective computing in games? As discussed above, that everyone likes to play games, authors have endeavored not to target any particular user or aged group and ensured not to take users from any specific environment or background. This research study is for everyone or to say, for general users. This study also examines whether the effective computing has produced positive impacts on learning abilities of the user or not. This paper summarizes the efficient use of effective computing that facilitates user to get or learn some things by the help of these games. It may not be harmful to the users in any way in terms of health, which can be made possible by making use of effective sciences, relevant methods and techniques from effective computing, and it will also support a good level of game designing concerning user requirements.
通过游戏中有效计算学习能力的游戏与学习案例研究
有效计算现在已经成为一个比较活跃的研究课题。它包括多学科知识和背景,如认知、生理学和计算机科学。我们的研究主题是基于有效的计算通过游戏,我们试图收集用户体验后获得的数据通过我们的目标游戏。我们选择游戏作为研究有效计算的工具和领域,因为我们发现它在通过机器穿透人类的情感系统方面非常有效。作者通过我们的问卷收集了他们在玩完游戏后的体验。这些问卷给了我们洞察力,帮助我们做决定。它为我们提供了一种检验人们更喜欢玩的游戏类型的方法。因为每个人都喜欢玩游戏,但是人们更喜欢玩哪种类型的游戏,为什么这是我们研究游戏中有效计算的重要问题?如上所述,每个人都喜欢玩游戏,作者尽量不针对任何特定的用户或年龄群体,并确保不从任何特定的环境或背景中获取用户。这项研究是针对每个人的,或者说,针对一般用户的。本研究亦探讨有效计算是否对使用者的学习能力产生正面影响。本文总结了有效计算的有效利用,方便用户借助这些游戏获取或学习一些东西。它可能不会以任何方式损害用户的健康,这可以通过利用有效的科学,有效计算的相关方法和技术来实现,并且它还将支持基于用户需求的高水平游戏设计。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
求助全文
约1分钟内获得全文 求助全文
来源期刊
自引率
0.00%
发文量
0
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
确定
请完成安全验证×
copy
已复制链接
快去分享给好友吧!
我知道了
右上角分享
点击右上角分享
0
联系我们:info@booksci.cn Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。 Copyright © 2023 布克学术 All rights reserved.
京ICP备2023020795号-1
ghs 京公网安备 11010802042870号
Book学术文献互助
Book学术文献互助群
群 号:604180095
Book学术官方微信