ZoAM GameBot: a Journey to the Lost Computational World in the Amazonia

Author:

Pessoa Larissa1ORCID,Martins Lia2ORCID,Hsu Meng3ORCID,Freitas Rosiane de1ORCID

Affiliation:

1. Institute of Computing (ICOMP) at the Federal University of Amazonas (UFAM), Brazil

2. Institute of Computing (ICOMP) at the Federal University of Amazonas (UFAM) and Federal Institute of Amazonas - Campus Manaus Leste, Brazil

3. Institute of Computing (ICOMP) at the Federal University of Amazonas (UFAM) and Department of Education of the Manaus - SEMED, Brazil

Abstract

The search for alternative teaching-learning processes that attract more interest and involvement of young people, has inspired the development of a game with a chatbot architecture based on interactive storytelling and multiple learning paths. Thus, we introduce in this article the GameBot ZoAm, developed for the Discord instant messaging and social platform. ZoAm offers a unique learning experience centered around storytelling, focusing on fundamental computing concepts and logical challenges that enhance computational thinking skills. Furthermore, the game also promotes an appreciation for Amazonian culture and folklore, with decision-making with human values. An action research study was conducted involving students from the last years of the end of elementary school. The research utilized a heuristic analysis based on the Gameplay Heuristics (PLAY) by Desurvire and Wiberg (ANO), and the evaluation model proposed by Korhonen and Koivisto (ANO) for mobile devices. The analysis employed a reduced and merged set of heuristics from these models, suited for the gamebot’s context, focusing on I) Usability, II) Gameplay and Immersion, and III) Mobility. Regarding the reliability coefficient used to evaluate the survey applied to students after playing the gamebot, Cronbach’s Alpha and Guttman Lambda-6 (G6(smc)) coefficients were applied. These metrics were chosen to ensure the internal consistency and reliability of survey items, reflecting on how effectively the questions measured the focuses proposed by the heuristic analysis. The findings indicate that the game has the potential to facilitate the assimilation of the integrated concepts and sustain student interest throughout gameplay.

Publisher

Association for Computing Machinery (ACM)

Reference45 articles.

1. Mubashra Akhtar, Julia Neidhardt, and Hannes Werthner. 2019. The potential of chatbots: analysis of chatbot conversations. In 2019 IEEE 21st conference on business informatics (CBI), Vol. 1. IEEE, 397–404.

2. Rula Al-Azawi, Fatma Al-Faliti, and Mazin Al-Blushi. 2016. Educational gamification vs. game based learning: Comparative study. International journal of innovation, management and technology 7, 4 (2016), 132–136.

3. Edinei Edson Antunes, Mirela de Lima Piteli Picchi, Giuliano Scombatti Pinto, and Adriana Valim Ferreira Ragazani. 2018. CHATBOT COMO INTERFACE PARA A APRENDIZAGEM DA LÍNGUA INGLESA. Revista Interface Tecnológica 15, 1 (2018), 28–38.

4. David P Ausubel, Joseph D Novak, and Helen Hanesian. 1968. Educational Psychology: A Cognitive View. New York: Holt, Reinhart and Winston. Trad. Cast. Psicología educativa: un punto de vista cognoscitivo. México: Trillas (1968).

5. David Paul Ausubel, Joseph Donald Novak, Helen Hanesian, et al. 1978. Educational psychology: A cognitive view. (1978).

同舟云学术

1.学者识别学者识别

2.学术分析学术分析

3.人才评估人才评估

"同舟云学术"是以全球学者为主线,采集、加工和组织学术论文而形成的新型学术文献查询和分析系统,可以对全球学者进行文献检索和人才价值评估。用户可以通过关注某些学科领域的顶尖人物而持续追踪该领域的学科进展和研究前沿。经过近期的数据扩容,当前同舟云学术共收录了国内外主流学术期刊6万余种,收集的期刊论文及会议论文总量共计约1.5亿篇,并以每天添加12000余篇中外论文的速度递增。我们也可以为用户提供个性化、定制化的学者数据。欢迎来电咨询!咨询电话:010-8811{复制后删除}0370

www.globalauthorid.com

TOP

Copyright © 2019-2024 北京同舟云网络信息技术有限公司
京公网安备11010802033243号  京ICP备18003416号-3