COMMON SENSE KNOWLEDGE BASE EXPANDED BY AN
ONLINE EDUCATIONAL ENVIRONMENT
Junia Coutinho Anacleto
1
, Alexandre Mello Ferreira
1
, Eliane Nascimento Pereira
1
Izaura Maria Carelli
2
,
Marcos Alexandre Rose Silva
1
and Ana Luiza Dias
1
1
Computer Department, Federal University of São Carlos, Rod Washington Luís, km 235, São Carlos/SP, Brazil
2
Education and Letters Centre, State University of West Parana
Av. Tarquinio J dos Santos, 1300, Foz do Iguacu/PR, Brazil
Keywords: Common sense, Culture sensitive learning, Educational games, Sexual education, Pedagogical issues.
Abstract: The computers games use on educational field have been growing as a potential tool to facilitate the
teaching-learning process. In the “What is it?” environment, presented in this article, the teacher can be co-
author of a guess game based on cards, in which, the common sense knowledge support the teacher to be
aware of students’ culture and necessities. The environment also proposes a way to collect common sense
statements, where engines on editor’s module and player’s module store all user interaction and combine
this information to make new relations into Brazilian Open Mind Common Sense project (OMCS-Br)
knowledge base. A study case was done by teachers and students from two different public schools, whose
result point out the potential of this new way to collect common sense statements naturally through a web
game.
1 INTRODUCTION
Nowadays many schools still have difficulty to use
the potential of computers for education. In Brazil
there are a lot of schools with computer laboratories
but they use them only in computation class or they
simply do not use them. Most of schools do not use
the computers’ capabilities for educational purpose,
what could allow teachers to enrich their educational
practice, join educational and entertainment aspects.
Then, why not to take the computational benefits at
education?
In this context this paper described a way to
allow teachers to use the computer in their classes,
through a game. There are many educational games
available, such as: Word Puzzle
(www.marista.org.br/arquivos/jogos/85/forca.swf),
Secret Word (www.cubagames.com.br/), Crossword
Compiler (www.crossword-compiler.com/?lang=en)
but most of them have fixed issues, like content or
story. Nevertheless if teachers want to use these
games, they need to adapt their classes to the game
rules. In the game proposed here teachers are co-
authors because they can set up, adapt and evolve
the game content, according to their educational
goals. This game also supports teachers on teaching
the transversal themes defined on the Brazilian
curriculum: sexual education, ethics, healthcare,
environment, cultural diversity, market and
consumption (SEF, 1998).
Educational games are able to promote activities
that combine fun (playful activity) and seriousness
(well defined rules), once they are very popular
among children and teenagers. Nevertheless
according to Vygotsky (1987), Freire (1996) there
are pedagogical issues that should be considered for
stimulating the learning process. For example,
culture sensitive and contextualized learning
considering the student’s reality. Then, this game
proposes to consider the apprentices’ common sense
knowledge to promote their learning aiming at:
adopting a vocabulary that is familiar to the
students; instantiating content and clarifying myths,
beliefs and taboos that are cultural heritage.
Examples of this kind of knowledge related to
sexual education are: teenagers believe that girls
don’t get pregnant during their first sexual relation,
pill has to be taken on the day she is going to have a
sexual relation, and AIDS is a homosexual disease.
This kind of knowledge can be mapped into the
commonsense knowledge and can be clarified by
182
Coutinho Anacleto J., Mello Ferreira A., Nascimento Pereira E., Maria Carelli I., Alexandre Rose Silva M. and Luiza Dias A. (2009).
COMMON SENSE KNOWLEDGE BASE EXPANDED BY AN ONLINE EDUCATIONAL ENVIRONMENT.
In Proceedings of the 11th International Conference on Enterprise Information Systems - Human-Computer Interaction, pages 182-185
DOI: 10.5220/0002000701820185
Copyright
c
SciTePress
teachers during classes. The game called “What is
it?” (“O que é, O que é?” in Portuguese) aims to
help players to infer a certain secret word related to
a certain transversal theme considering a set of clues
presented one at a time. The clues are previously
defined by the teacher having a common sense
knowledge base as a support on reaching such goal.
This paper is structured as follow: section 2
explains the relation between commonsense
knowledge and education; section 3 presents the
“What is it?” game prototype; section 4 gives an
introduction about a study case; section 5 presents
some conclusions as well as some future works.
2 COMMON SENSE
KNOWLEDGE & EDUCATION
The Brazilian Open Mind Common Sense Project
(OMCS-Br) is a Portuguese version developed by
Advanced Interaction Laboratory (LIA) at Federal
University of Sao Carlos (UFSCar) from the original
English project created by MediaLab of
Massachusetts Institute of Technology (MIT) in
2000 (Anacleto et al., 2006).
Available over the Internet since August 2005 at
http://www.sensocomum.ufscar.br the project aims
to create a common sense knowledge base through
volunteers’ contribution. Any person can contribute
with the project, after fulfil a small cadastre with
information, such as:gender, day of birth, city and
others.
In order to collect common sense knowledge, the
volunteers have to complete some semi-structured
statements in natural language, called templates.
Each template is related to one activity and
composed by three different parts: (I) a fixed part
which is changed according to activity; (II) a
dynamic part which is filled out by a feedback
process that uses parts of the statements already
stored; and (III) free field, where the user put their
piece of knowledge creating a complete statement.
Nowadays there are 20 activities about general
topics and 6 specific themes (children’s universe,
colors and objects, colors and emotions, popular
beliefs, sexuality and healthcare).
The whole knowledge typed by volunteers in
natural language are processed to create a semantic
network, in which, the knowledge is represented as
binary relations. This representation, called
ConceptNetBr, is formed by four text files which
have the relation name, the two concepts, the
frequency that this relation was created by an
extraction rule, the frequency that this relation was
created by an inference rule, and at least the
identification of this relation in the table entries,
where all statements are stored before have been
processed.
Common sense is defined here as the knowledge
that most people agree within a certain community
at a certain period of time related to human
experiences, knowledge about social, physical,
space, time and psychological aspects of our daily
life (Liu et al., 2004). Recent researches (Anacleto et
al., 2008) have shown that automatically collected
common sense knowledge can be used to culturally
map a certain group of people. The importance of
the common sense and cultural knowledge to
support the learning process is referred by a number
of pedagogy researchers. Vygotsky (1987) believes
that the individual’s mind model can be understood
only if the social and cultural processes are
considered in his/her context. Paulo Freire (1996)
cites that it is necessary to respect the knowledge
that students already reached when they start at
school. This knowledge is acquired by the social
relations they are participating in their community.
According to Freire, the teacher should “discuss with
students the origin of some of this knowledge
considering the content is being presented”. Such
knowledge can help in contextualizing the learning
process to the student’s reality, what is extremely
important for Freire. Besides, the use of common
sense knowledge provides teachers an adequate
vocabulary to contextualize and discuss subjects
with learners from a certain community (Carvalho et
al., 2007). Common sense knowledge also can be
found when it is intended to teach the called
transversal themes from the official school
curriculum, defined by the Brazilian Education
Secretary, considering that “the commitment on
constructing the feeling of citizenship demands a
pedagogical approach to reach the comprehension
on the social reality and the rights and
responsibilities related to the personal and
collective life, what leads to the political
engagement” (SEF, 1998).
3 THE “WHAT IS IT?” GAME
The ongoing research aims to make possible the use
of common sense knowledge in web educational
games, stimulating the introduction, reinforcement
and the knowledge’s construction in the learning
process. It also intends to collect common sense
knowledge from who use the game. The
environment is divided in two main modules. The
player’s module is a quiz game where users should
COMMON SENSE KNOWLEDGE BASE EXPANDED BY AN ONLINE EDUCATIONAL ENVIRONMENT
183
find out a secret word considering common sense
clues given in the game. The game editor’s module
is used to set up a new game.
“What is it?” has the differential in considering
the players’ profile, concerning the games presented
in the previous section. Since the players have to
subscribe themselves in the system before starting to
use it, the new statements collected during the
interaction can be related to their profile. In the
registration the users provide information such as
their age, gender, geographical location, interests
and school degree. Taking into account the players
profile during the collection is especially important
because of the culture sensitive approach, what
makes necessary to develop applications for specific
groups in a certain region and age, considering their
context. In this case, the common sense knowledge
can be filtered and the application’s designer can
consider only the knowledge collected from the
desired profile in order to contextualize the design to
the target group.
Figure 1: The player’s module main interface.
Figure 1 presents the player’s module main
interface. To illustrate the game’s use, it was
developed a game’s instance considering the theme
“Sexual Education”. In order to start the game the
player has to click on the dice, represented by the
orange letter “C”, whose faces represent topics
previously selected during the game edition. Each
topic is associated to a letter (on figure 1, “C” is
associated with the topic “Contraceptive Methods”)
and they are randomly presented, so the player can
be in touch with the different topic at the same
game. For each topic is defined a group of cards and
each card has one or more secret words (synonyms).
These cards are composed by up to ten clues, which
can be extracted from common sense base according
to the purpose considered by who has setting up the
game. After selecting the topic, the players need to
find out the secret word. To reach their goal, they
can select clues clicking on the clue numbers in
“Group of clues” and visualizing them at the “Clue
balloon”. After guessing the word, the player can
continue, either select another topic clicking on the
dice and continue playing, or close the game.
As the player tries to find out the secret word,
the system collects common sense knowledge
storing the relation between the word typed by the
player and the clues that were already displayed.
This collecting process is interesting (a) to teachers,
who can identify possible misunderstanding by
analyzing the answers, and therefore, approach those
misunderstandings in classroom to clarify them; and
(b) to the OMCS-Br knowledge base, which will
increase the number of common sense statements.
For example, when the player tries the word
“condom” after he/she had clicked on three clues, as
it is shown in Figure 1; three new relations are
created by mapping each displayed clue with the
word typed by the player through the relation
ConceptuallyRelatedTo. Thus, one of these three
relations is: (ConceptuallyRelatedTo, “it’s used to
prevent pregnancy and transmission of STD”,
“condom”).
The game’s editor module is a seven-step wizard
which guides the teacher to create game’s instances,
which fit to their pedagogical goals. This module is
supported by the common sense knowledge stored in
the OMCS-Br knowledge base.
In this way, to create a new game’s instance, the
teacher must define three items: (1) the game’s main
theme, which should be chosen from the six
transversal themes available; (2) the topics, which
are specifics subjects related to the transversal theme
chosen in order to compose the game’s dice faces;
(3) the cards, which have a secret word related to
one of topics defined, an optional secret word’s
synonym list, and a group of clues.
In order to receive the adequate support of the
common sense knowledge, the teacher must define
the profile which should be considered in the search
for related statements in the knowledge base in order
to guarantee that statements were gathered from
people who share the desired profile, fitting the
game’s instance to his/her pedagogical goals, i.e.,
the statements are contextualized to the target group.
After the teacher has defined the secret word and
the synonyms, he/she must define some clues – at
least one clue for each card. A list of suggested clues
is shown came from the common sense knowledge
base. To create these clues the game editor uses
some API functions, available to communicate with
the ConceptNet.
Even as the player’s module, the editor’s module
also has some engines to collect common sense
statements from teachers to OMCS-Br Project.
There are seventeen rules to map the user interaction
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184
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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