into new statements, and then, new relations in the
ConceptNet. For instance, when a teacher include
the word “Johnny” as a synonym for “condom” one
new statement will be created “An other way to say
condom is Johnny”, which will be at ConceptNet,
the relation (DefinedAs, “Johnny”, “condom”). It is
still important to points to the fail-soft approach
adopted in the game, which means that the
statements suggested to teachers can be valid or not
(Lieberman et al., 2007).
4 STUDY CASE
In order to validate the “What is it?” environment
with real students and real teachers, a study case was
done within two Brazilian public schools. It was
analyzed information about use and collect
knowledge process, use facilities and some
information regarding to use of computer
educational games in schools. We got in touch with
schools from two cities, one in São Carlos/SP and
another in Foz do Iguaçu/PR. Some characteristics
of the participants are depicted in table 1. Both
schools provided computer laboratories, but the São
Carlos’ lab was under reform, then laptops from our
lab were taken to there. The teachers’ rule was to
configure a new game instance and the students
played it. In Foz do Iguaçu the study case was
performed at the school’s lab, but with internet
access restrictions regarding to the word “sex”.
Teachers couldn’t configure a game about sexual
education and they even couldn’t register themselves
because of the gender/sex field (male/female). To
solve the login problem, a generic login and
password were given to them.
Table 1: Study case participants.
S
ÃO CARLOS FOZ DO IGUAÇU
TEACHERS
2 4
STUDENTS
4 5
AGE
UNTIL 11 BETWEEN 12 TO 15
GRADE
F
IFTH SEVENTH
Detailed information about how the study case in
both schools was conducted, the results obtained, as
well as a discussion about them will be presented in
further articles.
5 CONCLUSIONS\FUTURE
WORK
The “What is it?” educational game environment
aims to allow 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 Secretary of
Education, concerning 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 like Freire (1996) and Freinet (1993). As
the design of the interaction considers their culture,
it can motivate learners to play since the information
present has a meaning to their context, becoming
them more interested and engaged to play. This
research also explores a new way to collect common
sense statements to enrich the OMCS-Br knowledge
base. Exploring the web feature, 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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