Muhammad Ayoub Kamal, Muhammad Mansoor Alam, Hammad Khawar, M. Mazliham
{"title":"通过游戏中有效计算学习能力的游戏与学习案例研究","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":"{\"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}","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}
Play and Learn Case Study on Learning Abilities Through Effective Computing in Games
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.