**4. Research**

This research uses learning tools with collaborative opportunities with the main campus of Texas A&M in Second Life using private cloud to improve student success in engineering calculus.

It will bridge the gap in knowledge, using interactive games and social networking in the context of success in mathematics conceptual knowledge and skills necessary to be successful in Engineering, and Mathematics.

The purpose is to investigate different online e-technology methods used in Mathematics classes at Texas A&M University at Qatar to accelerate learning and detecting the best practice in using them in education. Five different software applications and class management systems used in Calculus I and Calculus II for Engineers which are: Turning Point System for students' attendance, 3D online system (Second life) for conducting help

interactive games have had positive effects on interest and motivation in mathematics (Su, Marinas, & Furner, 2010; Ahmad, Shafie, Latif, 2010; Kebritchi, Hirumi, & Bai, 2010; Jones,

3. provides opportunities for collaborative work (Jones, 2009; Bourke, 2009; Cheong, 2010; Lucia, Rancese, Passero, & Tortora, 2009). Second Life information is generally freely available to all residents (Jones, 2009), although the client uploading content for a virtual classroom pays a fee for upload access. Second Life has the capability to support not only asynchronous distance learning products but can also support synchronous lectures and increase interaction and communication opportunities between teachers

After conducting interviews at a variety of public and private co-ed schools, all-girls schools and all boys schools it was noticed that "the real variables affecting a girl's performance seems to have more to do with class size, and the expectations of society and the family. The size of the group, affects their ability to speak out and to feel comfortable in expressing themselves. Adding to that the problems of discipline that may arise in the class and it's easy to understand why quieter students, or those who lack confidence, might be

Moreover more studies in the literature cited that the popular belief that girls will do better academically at single-sex schools is not sustained by the data. School type does not appear to be an important factor in attempts to improve the performance levels of girls in mathematics and science however the Mathematics anxiety and lack confidence does. Finally, it is already established in the literature the need of graduates to have skills working with the digital communications tools as well as having long life learning skills in the real and the virtual environment. Moreover, accreditation criteria include the problem solving and team shearing particularly in Engineering is required by utilizing a variety of technologies.

This research uses learning tools with collaborative opportunities with the main campus of Texas A&M in Second Life using private cloud to improve student success in engineering

It will bridge the gap in knowledge, using interactive games and social networking in the context of success in mathematics conceptual knowledge and skills necessary to be

The purpose is to investigate different online e-technology methods used in Mathematics classes at Texas A&M University at Qatar to accelerate learning and detecting the best practice in using them in education. Five different software applications and class management systems used in Calculus I and Calculus II for Engineers which are: Turning Point System for students' attendance, 3D online system (Second life) for conducting help

2009).

intimidated.

**4. Research** 

calculus.

**3.2 Second Life environment** 

Second Life is an online 3D virtual environment that

**3.3 Cultural difference in coeducational school** 

successful in Engineering, and Mathematics.

1. allows participants to engage directly and interactively, 2. provides an opportunity for rich social networking, and

and students [Lucia, Rancese, Passero, & Tortora, 2009).

sessions and student meetings, WebCT for posting class notes, grads and notices, WebAssign for online quizzes and practice, and Pod casting for posting solved homework problems and using iTunesU.

The general idea is to produce an intelligent program, called agent, through a process of learning using Reinforcement Learning (RL) which is a Machine Learning technique that has become very popular in recent days. The technique has been applied to a variety of artificial domains, such as game playing, as well as real-world problems. In principle, a Reinforcement Learning agent learns from its experience by interacting with the environment. The agent is not told how to behave and is allowed to explore the environment freely. However once it has taken its actions, the agent is rewarded if its actions were good and punished if they were bad. This system of rewards and punishments teaches the agent which actions to take in the future, and guides it towards a better outcome. The basic idea is the visual perception of the ability to be familiar with the environment visually. Computer simulation used as follows: Users will sign on their second life virtual space with their virtual names and join a study session whereas a simulation by computer images is mainly focused on their images processing machine vision digital input/output that will be fed to computer networks to observe the behavior in a computer grid format.

Data mining tools used to predict future trends (Neel, 2011). It predicts the future and the hidden information in the database. Data mining tools can answer questions that traditionally were very time consuming to resolve and experts may miss because it lies outside their expectations. The most commonly techniques used in data mining are artificial neural networks, decision trees, and clustering which used in this research.
