**9. Results and summary**

Students were positive with the help and the feedback given by the system agent they are using and they are learning from the rewards given by the engine.

This experiment was sufficient enough for generalization however, by adding more subjects and sample problems that will be solicited to allow for reliability and testing of the model. As well as testing the mechanism against empirical data.

Students finished the tasks within 52% of the normal assigned time which is about half time. They were delighted by the end of the task and had a positive experience.

Digital Faces on the Cloud 59

accuracy/efficiency tradeoff, it is believed that further research should explore different ways to try to improve the computational efficiency and the memory usage, by introducing

The global social networks are changing and transforming, the old ways of education. It is a challenge to some of us. This study has already demonstrated some benefits to students using collaboration tools, video, and mobile technology to minimize the Math anxiety in the

In Second Life environment students are completely focused on the task at hand because if they drift to other activities, their avatar would quickly slump over and fall asleep, which is

Most students had a pleasant experience using the games to learn mathematics and believed that it made learning fun and social. Moreover, the author also believes that second life and other virtual worlds represent a perfect convergence of social media, simulations and

Future research will include remote mentoring between multicultural teams, white-board brainstorming, integration of social networking tools, and systems monitoring. As well as writing an iPhone application that aggregates information from several places, including Google cloud and others and make this application available to all via a single intuitive interface on the mobile device--an interface that many of our students are already using. Moreover it is believed to have been a huge success with students; for example, they can get real-time information about new assignment or chat with others students or faculty on their iPhones. Mobile apps are a big part of what is coming. Also, several professors have

an embarrassing seen conveying to everyone that his/her mind has wandered off.

gaming which hold promise for a new generation of learners.

modifications specifically to improve learning.

Fig. 9. Coeducational Traditional and on cloud

classroom.

**11. Future work** 


Table 1. Courtesy of (Future Generation Computer Systems 25 (2009) 599\_616)

## **10. Conclusions**

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.

Learning from each other as well as using new technologies for collaborating is an important aspect of education. Therefore, transforming this basic idea into the classroom will promote interactive learning and enhance communication between students and teachers. The modules suggested here been developed based on students' need to encourage them to actively read and practice their subject matter like they do on the social networks sites –i.e. facebook and e-mail. This type of social learning is great for Qatari students because it helps them with the technical reading and practices more English as well as the understanding of the technical content. Moreover, these activities help students to work together in an anonymous way so they are not having any culture discomfort in a co-ed sitting and enable collaborative problem-solving using grid computing on the cloud through the usage of second life ( see Figure 9). Moreover, although this model offers fairly good

Table 1. Courtesy of (Future Generation Computer Systems 25 (2009) 599\_616)

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

Learning from each other as well as using new technologies for collaborating is an important aspect of education. Therefore, transforming this basic idea into the classroom will promote interactive learning and enhance communication between students and teachers. The modules suggested here been developed based on students' need to encourage them to actively read and practice their subject matter like they do on the social networks sites –i.e. facebook and e-mail. This type of social learning is great for Qatari students because it helps them with the technical reading and practices more English as well as the understanding of the technical content. Moreover, these activities help students to work together in an anonymous way so they are not having any culture discomfort in a co-ed sitting and enable collaborative problem-solving using grid computing on the cloud through the usage of second life ( see Figure 9). Moreover, although this model offers fairly good

**10. Conclusions** 

to the goal of engineering majors in Qatar.

accuracy/efficiency tradeoff, it is believed that further research should explore different ways to try to improve the computational efficiency and the memory usage, by introducing modifications specifically to improve learning.

Fig. 9. Coeducational Traditional and on cloud

The global social networks are changing and transforming, the old ways of education. It is a challenge to some of us. This study has already demonstrated some benefits to students using collaboration tools, video, and mobile technology to minimize the Math anxiety in the classroom.

In Second Life environment students are completely focused on the task at hand because if they drift to other activities, their avatar would quickly slump over and fall asleep, which is an embarrassing seen conveying to everyone that his/her mind has wandered off.

Most students had a pleasant experience using the games to learn mathematics and believed that it made learning fun and social. Moreover, the author also believes that second life and other virtual worlds represent a perfect convergence of social media, simulations and gaming which hold promise for a new generation of learners.
