
 
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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