**5. References**


**4** 

S. L. Jones

 *Qatar* 

*Texas A&M University* 

**Digital Faces on the Cloud** 

Videos of practice problem solutions have been used extensively at Texas A&M University in College Station for a number of years. When counters have been inserted in the website where these videos reside, thousands of hits by students have been recorded. Students have given positive feedback to instructors about the videos. They particularly like the ability to pause and rewind the video, a feature not available in a live lecture. Students who are reluctant to speak up in a lecture class appreciate the opportunity to review the video over

The Second Life environment has been growing over the last four years(Harris &Rea, 2009). As was shown in the background research, it is being used more for mathematics instructions in the last two or three years, with positive results. Students enjoy the virtual world and the anonymity it provides to open the door to more interaction and to decrease the anxiety about asking questions about mathematics problems. The Second Life environment is ideal for solving the problems that need to be addressed for increased participation in Science, Technology, Engineering, and Mathematics (STEM) majors by

2. providing support to ensure that they have the required mathematics background

Moreover, mathematics anxiety can be extreme; often caused by having a negative attitude due to a previous bad experience. Studies show that one-half of all students in a developmental mathematics class suffer forms of this type of anxiety. The good news is that a student can manage this behavior but they must learn to manage both the stress as well as

The goal of this project is to increase interest and enjoyment in mathematics to entice more students to excel in mathematics. In particular, success in college calculus is very important to the goal of engineering majors in Qatar. As the background research indicates, there is a dire need for strategies to increase success in college calculus in order to reach the goal of a highly skilled technological workforce with knowledge in science, engineering, and the underlying mathematics necessary for these fields as well as to prepare the undergraduate engineering students to work on meaningful, real-world problems in the short time while they are studying at college and to contribute to research after they graduate without

3. providing social interaction and collaborative learning opportunities for students. Second Life seems to be the most appropriate environment in which to develop the

and over, pausing at points that are critical to their own understanding.

1. stimulating the interest of more students.

knowledge for STEM majors.

improve the basic mathematic skills.

spending valuable time learning on the job.

**1. Introduction** 

maximum success.

