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Title

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

Author

Mohammad Ayoub Kamal, Hammad Khawar, Imtiaz Ali, and Asad Ali Shaikh

Citation

Vol. 25  No. 8  pp. 5-10

Abstract

Effective computing has now become a more active research topic. It includes a multidisciplinary knowledge and background such as cognitive, physiology and computer sciences. Our research topic is also based on effective computing through games in which we try to gather the data of the user experience obtained after playing games targeted by us. We have gathered their experiences by our questionnaires that we provide after playing games. These questionnaires give us insight and help us to make decisions. This provides us a way in which we have to examine the result about the game which people like to play more, as everyone likes to play game but which type of game one prefers to play and why? As we have discussed that everyone likes to play game, so we 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 either effective computing has produced positive impacts on learning abilities 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 by any way in terms of health which can be made possible by the making use of effective sciences, and relevant methods and techniques from effective computing, to support good level of game designing with respect to user requirements.

Keywords

Emotion, Computer games, Effective computing, Feedback, Differences, Cognitive ability.

URL

http://paper.ijcsns.org/07_book/202508/20250802.pdf