An Educational Game Based on Images and Semantic Web Technologies

ISCOOL is an interactive educational game for text analysis and interpretation. It draws from several reference datasets, providing users with information about people, organisations and locations, as well as word definitions and historical facts that serve as the basis for reading comprehension and provide a wider context for information to be accessed, interpreted and understood. In game-play, users choose images to best illustrate a read text. The interactivity of the game encourages users to test their knowledge, and critically analyse what was read. ISCOOL was assessed by students with low literacy levels in English. The results show high levels of acceptance and applicability to genuine learning activities.

[1]  Fermino Fernandes Sisto,et al.  Dificuldades de aprendizagem em escrita e compreensão em leitura , 2002 .

[2]  R. Truax,et al.  Literacy Learning: Meeting the Needs of Children Who Are Deaf or Hard of Hearing with Additional Special Needs , 2004 .

[3]  Michael Gibbons,et al.  Science's new social contract with society , 1999, Nature.

[4]  Simone Aparecida Capellini,et al.  Desempenho em leitura e escrita de escolares com transtorno fonológico , 2004 .

[5]  Stanislav Kurkovsky,et al.  Engaging students through mobile game development , 2009, SIGCSE '09.

[6]  M. Albornoz Re-Thinking Science: Knowledge and the Public in an Age of Uncertainty , 2003 .

[7]  Christopher Spencer,et al.  Learning a new area with and without the use of tactile maps: a comparative study , 1985 .

[8]  Briana B. Morrison,et al.  Engagement: gaming throughout the curriculum , 2009, SIGCSE '09.

[9]  Wolfgang Nejdl,et al.  Annotation Tool for Enhancing E-Learning Courses , 2012, ICWL.

[10]  William E. Tunmer,et al.  Word Awareness in Children , 1984 .

[11]  Riccardo Berta,et al.  Assessment in and of Serious Games: An Overview , 2013, Adv. Hum. Comput. Interact..

[12]  Bernardo Pereira Nunes,et al.  A Topic Extraction Process for Online Forums , 2014, 2014 IEEE 14th International Conference on Advanced Learning Technologies.

[13]  Bernardo Pereira Nunes,et al.  Educational Forums at a Glance: Topic Extraction and Selection , 2014, WISE.

[14]  M. Gibbons,et al.  Re-Thinking Science: Knowledge and the Public in an Age of Uncertainty , 2003 .

[15]  Fred D. Davis Perceived Usefulness, Perceived Ease of Use, and User Acceptance of Information Technology , 1989, MIS Q..

[16]  Mary Green,et al.  Using Edutainment Software to Enhance Online Learning , 2007 .

[17]  Stacy Marsella,et al.  Serious Games for Language Learning: How Much Game, How Much AI? , 2005, AIED.

[18]  Bernardo Pereira Nunes,et al.  FAT: A real-time (F)orum (A)ssessment (T)ool to assist tutors with discussion forums assessment , 2015 .

[19]  S. Schwartzman,et al.  The New Production of Knowledge: The Dynamics of Science and Research in Contemporary Societies , 1994 .

[20]  K. Squire,et al.  HARNESSING THE POWER OF GAMES IN EDUCATION , 2003 .

[21]  Claude Frasson,et al.  Assessment of Learners' Motivation during Interactions with Serious Games: A Study of Some Motivational Strategies in Food-Force , 2012, Adv. Hum. Comput. Interact..