The society of mind
Designing storytelling technologies to encouraging collaboration between young children
Proceedings of the SIGCHI conference on Human Factors in Computing Systems
Mindstorms: children, computers, and powerful ideas
Mindstorms: children, computers, and powerful ideas
ICEC'11 Proceedings of the 10th international conference on Entertainment Computing
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This paper describes how to use and to collect the common sense knowledge and how to process such information to create semantic network and to available it for applications. In this context, it is also presented an educational application which uses this knowledge to create a contextualized stories, because this game allows educators being co-authors on creating the story context taking into account their goals, pedagogical approach and the student's cultural reality. Then, teachers can adopt values, metaphors, cause and consequence relations or even a common vocabulary before and during the narrative game and, consequently, enabling students to feel identified in that story context being considered and get interested and engaged in collaborating with the teacher and other students to develop the story. In order to observe the use of this game in an educational environment and collect the target group opinion, a study case was performed at school with teachers and children, and is described in this paper.