(I) due to common sense knowledge base content is
created by anyone who access the project site, there
are many concepts that do not make sense or that are
scientifically wrong. It is a teachers’ decision how
they could work with this information; (II) the
process to create the clue has some problems and
can be improved in order to create better sentences.
Thinking on the latter interpretation, we are working
on with a natural language processing research
group to advance this functionality. Concerning to
P2, the majority of students said that they found
something familiar to them. Of course this not
means that it was happened only because of the
common sense knowledge support, however, as this
support was used by the teachers (mentioned
before), we believe that it should helped to achieve
this goal. Nevertheless, the student number 5 said
the opposite, pointing out that this strategy can be
used only to cover the majority people knowledge.
We may conclude that P2 was partially confirmed,
and we don’t have guarantee that the common sense
knowledge provided will be known for each student
in the group.
The environment also explores a new
methodology to collect common sense statements to
expand OMCS-Br knowledge base, which was
proved to be very efficient – prediction 3. For
example, using six game instances within 2.5 cards
on average each, 540 new statements into
knowledge base were produced. Therefore, as more
game will be created in “What is it?” environment,
more statements will be collected from the players.
6 CONCLUSIONS\FUTURE
WORK
“What is it?” educational game environment aims at
allowing teachers to configure and/or adapt the game
according to their pedagogical goals. Through this
game teachers can work on the transversal themes
proposed by the Brazilian Ministry of Education,
concerning to the students’ context and culture
through common sense knowledge usage, and
promoting a way of learning with fun. As it was
discussed in section 2, the adoption of common
sense based approaches for education is defended by
educators such as Freire (1996) and Freinet (1993).
As the design of the interaction considers students’
background and culture, it can motivate learners to
play since information presented has meaning to
them, engaged them in playing and learning. This
research also explores a new way to collect common
sense statements to enrich the OMCS-Br knowledge
base. To keep the knowledge base quality, we are
planning to adapt a spellchecker to validate the
sentences generated by the environment before to
send it to the OMCS-Br base, avoiding misspelled
sentences.
Exploring some web features, this environment
can also be incorporated into a Learning
Management System that promotes e-learning, like
Tidia-Ae, Sakai, Moodle or ATutor.
ACKNOWLEDGEMENTS
We thank FAPESP, CAPES and PTI for financial
support.
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