Ambiente de jogos educacionais de adivinhação baseados no conhecimento de senso comum

Detalhes bibliográficos
Autor(a) principal: Ferreira, Alexandre Mello
Data de Publicação: 2008
Tipo de documento: Dissertação
Idioma: por
Título da fonte: Repositório Institucional da UFSCAR
Texto Completo: https://repositorio.ufscar.br/handle/ufscar/410
Resumo: The use of computer games for education is getting more and more common, since they are considered a potential tool for facilitating the learning process, making it more comfortable and natural for students. However, the majority of the existent educational games neither allows content personalization nor offers any support for teachers to contextualize the game content to the socio-cultural reality of a certain group of students. The environment What is it? developed in this project allows teachers to co-author card-based quiz games and offers common sense support from a common sense knowledge base previously filtered by teachers, according to the desired student profile, making possible fit the content for the students needs. The environment is divided into three modules: (I) the editor s module, where teachers can create a game instance; (II) learner s module which is used by players to guess the secret word of a game card (for instance, AIDS), which is related to a topic (STD Sexually Transmitted Disease, for example) that is referred to one of the transversal themes proposed by SEF/MEC (for example, Sexual Education), inferring the word from the clues that are presented one by one; and (III) the evaluation module for teachers to analyze the performance of each student in playing the game and to make their conclusions. The environment also proposes a new way for collecting common sense knowledge through which mechanisms on the editor s and player s modules store all the interaction of teachers and students with the system, mapping the data gotten from the interaction in relations stored in the Open Mind Common Sense (OMCS-Br) knowledge base, which currently collects common sense knowledge in the form of natural language statements through voluntary contributions in the site of the project (http://www.sensocomum.ufscar.br). For assessing the environment, a case study was performed in two state schools one in São Carlos/SP and another in Foz do Iguaçu/PR that allowed to certify the interest of teachers and students in using this kind of educational tool and to collect opinions from teachers about using common sense knowledge for contextualizing the generated content. Moreover the potential for collecting new common sense statements through the game, contributing towards making the OMCS-Br common sense knowledge base grow faster, is demonstrated.
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spelling Ferreira, Alexandre MelloSilva, Junia Coutinho Anacletohttp://genos.cnpq.br:12010/dwlattes/owa/prc_imp_cv_int?f_cod=K4790155A3http://lattes.cnpq.br/323374383463897761c15df1-34d1-46a1-b060-783e4bd88b092016-06-02T19:05:36Z2009-10-272016-06-02T19:05:36Z2008-06-06FERREIRA, Alexandre Mello. Guessing educational game environment based on common sense knowledge. 2008. 123 f. Dissertação (Mestrado em Ciências Exatas e da Terra) - Universidade Federal de São Carlos, São Carlos, 2008.https://repositorio.ufscar.br/handle/ufscar/410The use of computer games for education is getting more and more common, since they are considered a potential tool for facilitating the learning process, making it more comfortable and natural for students. However, the majority of the existent educational games neither allows content personalization nor offers any support for teachers to contextualize the game content to the socio-cultural reality of a certain group of students. The environment What is it? developed in this project allows teachers to co-author card-based quiz games and offers common sense support from a common sense knowledge base previously filtered by teachers, according to the desired student profile, making possible fit the content for the students needs. The environment is divided into three modules: (I) the editor s module, where teachers can create a game instance; (II) learner s module which is used by players to guess the secret word of a game card (for instance, AIDS), which is related to a topic (STD Sexually Transmitted Disease, for example) that is referred to one of the transversal themes proposed by SEF/MEC (for example, Sexual Education), inferring the word from the clues that are presented one by one; and (III) the evaluation module for teachers to analyze the performance of each student in playing the game and to make their conclusions. The environment also proposes a new way for collecting common sense knowledge through which mechanisms on the editor s and player s modules store all the interaction of teachers and students with the system, mapping the data gotten from the interaction in relations stored in the Open Mind Common Sense (OMCS-Br) knowledge base, which currently collects common sense knowledge in the form of natural language statements through voluntary contributions in the site of the project (http://www.sensocomum.ufscar.br). For assessing the environment, a case study was performed in two state schools one in São Carlos/SP and another in Foz do Iguaçu/PR that allowed to certify the interest of teachers and students in using this kind of educational tool and to collect opinions from teachers about using common sense knowledge for contextualizing the generated content. Moreover the potential for collecting new common sense statements through the game, contributing towards making the OMCS-Br common sense knowledge base grow faster, is demonstrated.A utilização de jogos computacionais no âmbito educacional tem se tornando da vez mais comum, sendo vista como uma potencial ferramenta facilitadora para o processo de ensino-aprendizado, tornando-o mais prazeroso e natural ao aluno. Contudo, a maioria dos jogos educacionais existentes não permite personalização de conteúdo e não fornece nenhum tipo de auxílio ao professor para contextualização desse conteúdo à realidade sócio-cultural de um determinado grupo de alunos. O ambiente O que é o que é? desenvolvido neste trabalho possibilita que o professor seja co-autor de um jogo de adivinhação baseado em cartas e, além disso, fornece o apoio de uma base de conhecimento de senso comum, previamente filtra pelo professor conforme o perfil de alunos desejado, permitindo que este possa adequar o conteúdo à cultura local e às necessidade dos alunos. O ambiente está divido em três módulos, sendo: (I) módulo editor, onde o professor pode criar uma instância de jogo; (II) módulo do aprendiz, utilizado pelo jogador, onde este deve adivinhar a palavra secreta de uma carta (por exemplo, AIDS) dentro de um tópico (por exemplo, DST) relacionado a um dos temas transversais propostos pelo SEF/MEC (por exemplo, orientação sexual), inferindo a partir de dicas que lhes são apresentadas uma a uma; (III) módulo de avaliação, para que o professor possa analisar o desempenho de cada aluno no jogo e tirar suas conclusões. O ambiente também propõe uma nova forma de coletar fatos de senso comum, na qual mecanismos contidos no módulo editor e no módulo do aprendiz armazenam toda a interação dos professores e alunos com o sistema, mapeando esses dados em relações para a base de conhecimento de senso comum do projeto Open Mind Common Sense Brasil (OMCS-Br), no qual os fatos de senso comum atualmente são colhidos através de contribuições de voluntários sob a forma de pequenas declarações no site do projeto (http://www.sensocomum.ufscar.br). Como forma de avaliação do ambiente, foi realizado um estudo de caso em duas escolas estaduais, sendo uma em São Carlos/SP e outra em Foz do Iguaçu/PR, onde pôde-se constatar o interesse de professores e alunos no uso desse tipo de ferramenta educacional e colher opiniões dos professores sobre a utilização do conhecimento de senso comum na contextualização do conteúdo elaborado. Também é demonstrado o potencial de coleta de novos fatos de senso comum através do jogo, contribuindo para acelerar o crescimento da base do projeto OMCS-Br.Financiadora de Estudos e Projetosapplication/pdfporUniversidade Federal de São CarlosPrograma de Pós-Graduação em Ciência da Computação - PPGCCUFSCarBRInteração homem-máquinaJogos educativosBase de conhecimentoSenso comumCIENCIAS EXATAS E DA TERRA::CIENCIA DA COMPUTACAOAmbiente de jogos educacionais de adivinhação baseados no conhecimento de senso comumGuessing educational game environment based on common sense knowledgeinfo:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/masterThesis-1-14c56ac88-5975-4d06-9b1f-2d90aeea9c87info:eu-repo/semantics/openAccessreponame:Repositório Institucional da UFSCARinstname:Universidade Federal de São Carlos (UFSCAR)instacron:UFSCARORIGINAL2064.pdfapplication/pdf4449197https://repositorio.ufscar.br/bitstream/ufscar/410/1/2064.pdf34ff98a8a6b0188a6a3b70df2bacbf4fMD51THUMBNAIL2064.pdf.jpg2064.pdf.jpgIM Thumbnailimage/jpeg7314https://repositorio.ufscar.br/bitstream/ufscar/410/2/2064.pdf.jpg537888b16e7eb6562dc4c8b28a859fb7MD52ufscar/4102023-09-18 18:31:52.333oai:repositorio.ufscar.br:ufscar/410Repositório InstitucionalPUBhttps://repositorio.ufscar.br/oai/requestopendoar:43222023-09-18T18:31:52Repositório Institucional da UFSCAR - Universidade Federal de São Carlos (UFSCAR)false
dc.title.por.fl_str_mv Ambiente de jogos educacionais de adivinhação baseados no conhecimento de senso comum
dc.title.alternative.eng.fl_str_mv Guessing educational game environment based on common sense knowledge
title Ambiente de jogos educacionais de adivinhação baseados no conhecimento de senso comum
spellingShingle Ambiente de jogos educacionais de adivinhação baseados no conhecimento de senso comum
Ferreira, Alexandre Mello
Interação homem-máquina
Jogos educativos
Base de conhecimento
Senso comum
CIENCIAS EXATAS E DA TERRA::CIENCIA DA COMPUTACAO
title_short Ambiente de jogos educacionais de adivinhação baseados no conhecimento de senso comum
title_full Ambiente de jogos educacionais de adivinhação baseados no conhecimento de senso comum
title_fullStr Ambiente de jogos educacionais de adivinhação baseados no conhecimento de senso comum
title_full_unstemmed Ambiente de jogos educacionais de adivinhação baseados no conhecimento de senso comum
title_sort Ambiente de jogos educacionais de adivinhação baseados no conhecimento de senso comum
author Ferreira, Alexandre Mello
author_facet Ferreira, Alexandre Mello
author_role author
dc.contributor.authorlattes.por.fl_str_mv http://lattes.cnpq.br/3233743834638977
dc.contributor.author.fl_str_mv Ferreira, Alexandre Mello
dc.contributor.advisor1.fl_str_mv Silva, Junia Coutinho Anacleto
dc.contributor.advisor1Lattes.fl_str_mv http://genos.cnpq.br:12010/dwlattes/owa/prc_imp_cv_int?f_cod=K4790155A3
dc.contributor.authorID.fl_str_mv 61c15df1-34d1-46a1-b060-783e4bd88b09
contributor_str_mv Silva, Junia Coutinho Anacleto
dc.subject.por.fl_str_mv Interação homem-máquina
Jogos educativos
Base de conhecimento
Senso comum
topic Interação homem-máquina
Jogos educativos
Base de conhecimento
Senso comum
CIENCIAS EXATAS E DA TERRA::CIENCIA DA COMPUTACAO
dc.subject.cnpq.fl_str_mv CIENCIAS EXATAS E DA TERRA::CIENCIA DA COMPUTACAO
description The use of computer games for education is getting more and more common, since they are considered a potential tool for facilitating the learning process, making it more comfortable and natural for students. However, the majority of the existent educational games neither allows content personalization nor offers any support for teachers to contextualize the game content to the socio-cultural reality of a certain group of students. The environment What is it? developed in this project allows teachers to co-author card-based quiz games and offers common sense support from a common sense knowledge base previously filtered by teachers, according to the desired student profile, making possible fit the content for the students needs. The environment is divided into three modules: (I) the editor s module, where teachers can create a game instance; (II) learner s module which is used by players to guess the secret word of a game card (for instance, AIDS), which is related to a topic (STD Sexually Transmitted Disease, for example) that is referred to one of the transversal themes proposed by SEF/MEC (for example, Sexual Education), inferring the word from the clues that are presented one by one; and (III) the evaluation module for teachers to analyze the performance of each student in playing the game and to make their conclusions. The environment also proposes a new way for collecting common sense knowledge through which mechanisms on the editor s and player s modules store all the interaction of teachers and students with the system, mapping the data gotten from the interaction in relations stored in the Open Mind Common Sense (OMCS-Br) knowledge base, which currently collects common sense knowledge in the form of natural language statements through voluntary contributions in the site of the project (http://www.sensocomum.ufscar.br). For assessing the environment, a case study was performed in two state schools one in São Carlos/SP and another in Foz do Iguaçu/PR that allowed to certify the interest of teachers and students in using this kind of educational tool and to collect opinions from teachers about using common sense knowledge for contextualizing the generated content. Moreover the potential for collecting new common sense statements through the game, contributing towards making the OMCS-Br common sense knowledge base grow faster, is demonstrated.
publishDate 2008
dc.date.issued.fl_str_mv 2008-06-06
dc.date.available.fl_str_mv 2009-10-27
2016-06-02T19:05:36Z
dc.date.accessioned.fl_str_mv 2016-06-02T19:05:36Z
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dc.identifier.citation.fl_str_mv FERREIRA, Alexandre Mello. Guessing educational game environment based on common sense knowledge. 2008. 123 f. Dissertação (Mestrado em Ciências Exatas e da Terra) - Universidade Federal de São Carlos, São Carlos, 2008.
dc.identifier.uri.fl_str_mv https://repositorio.ufscar.br/handle/ufscar/410
identifier_str_mv FERREIRA, Alexandre Mello. Guessing educational game environment based on common sense knowledge. 2008. 123 f. Dissertação (Mestrado em Ciências Exatas e da Terra) - Universidade Federal de São Carlos, São Carlos, 2008.
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