Pub Date : 2019-10-01DOI: 10.1109/LACLO49268.2019.00051
Manuel J. Ibarra, Ebert Gomez, Braulio Barzola, Mariluz Castillo, Vladimiro Ibañez, Ramon Quispe
The use of technology in teaching and learning processes are becoming more important in schools. This work shows the prototype of learning tools using Augmented Reality. The tool was implemented using three types of technologies: QR codes linked to video-tutorials; 3D modeler Sketchup with Aumentaty software using marks; and OCR mobile recognition. This work was tested with first-grade students of "America" school in Abancay-Peru in 2017. The results show that the 50% of the students who used augmented reality based on marks and 3D objects, were more motivated and more interested to learn Mathematics and Communication areas.
{"title":"Improving Student's Learning Motivation in Schools using Augmented Reality","authors":"Manuel J. Ibarra, Ebert Gomez, Braulio Barzola, Mariluz Castillo, Vladimiro Ibañez, Ramon Quispe","doi":"10.1109/LACLO49268.2019.00051","DOIUrl":"https://doi.org/10.1109/LACLO49268.2019.00051","url":null,"abstract":"The use of technology in teaching and learning processes are becoming more important in schools. This work shows the prototype of learning tools using Augmented Reality. The tool was implemented using three types of technologies: QR codes linked to video-tutorials; 3D modeler Sketchup with Aumentaty software using marks; and OCR mobile recognition. This work was tested with first-grade students of \"America\" school in Abancay-Peru in 2017. The results show that the 50% of the students who used augmented reality based on marks and 3D objects, were more motivated and more interested to learn Mathematics and Communication areas.","PeriodicalId":229069,"journal":{"name":"2019 XIV Latin American Conference on Learning Technologies (LACLO)","volume":"77 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"134563752","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2019-10-01DOI: 10.1109/laclo49268.2019.00003
{"title":"[Copyright notice]","authors":"","doi":"10.1109/laclo49268.2019.00003","DOIUrl":"https://doi.org/10.1109/laclo49268.2019.00003","url":null,"abstract":"","PeriodicalId":229069,"journal":{"name":"2019 XIV Latin American Conference on Learning Technologies (LACLO)","volume":"12 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133481540","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2019-10-01DOI: 10.1109/LACLO49268.2019.00050
N. Salazar, Elena B. Durán
One of the fundamental reasons for addressing the quality of Learning Objects (LO) is certainly the fact of creating open educational resources to support learning. The lack of quality controls in LO definitely affects the teaching and learning process. This, reinforces the need to evaluate them adequately to ensure their quality levels. This paper presents the evaluation of a LO, previously designed on the basis of Emerging Pedagogies, to support the teaching and learning process of the Waiting Phenomena. To evaluate the LO, the LORI tool is applied with experts in the field and the CUSEOA tool with end users. The results obtained show that the LO has been described as very good quality and that as an educational resource it can be very valuable for achieving the proposed objective.
{"title":"Learning Objects Quality Evaluation: A Case Study","authors":"N. Salazar, Elena B. Durán","doi":"10.1109/LACLO49268.2019.00050","DOIUrl":"https://doi.org/10.1109/LACLO49268.2019.00050","url":null,"abstract":"One of the fundamental reasons for addressing the quality of Learning Objects (LO) is certainly the fact of creating open educational resources to support learning. The lack of quality controls in LO definitely affects the teaching and learning process. This, reinforces the need to evaluate them adequately to ensure their quality levels. This paper presents the evaluation of a LO, previously designed on the basis of Emerging Pedagogies, to support the teaching and learning process of the Waiting Phenomena. To evaluate the LO, the LORI tool is applied with experts in the field and the CUSEOA tool with end users. The results obtained show that the LO has been described as very good quality and that as an educational resource it can be very valuable for achieving the proposed objective.","PeriodicalId":229069,"journal":{"name":"2019 XIV Latin American Conference on Learning Technologies (LACLO)","volume":"170 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114465397","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2019-10-01DOI: 10.1109/LACLO49268.2019.00041
Juliana Kreitlon, Luma Chen, L. Santos, Rodolpho Nascimento, Maria Rita Carrara, Gustavo Paiva Guedes
Affective computing devices have been used in e-learning, game, and movie areas to acquire individuals' affective states. Thus, states like fun, boredom, frustration, and excitement can be detected. Based on these states, many tasks can be executed. For example, if an individual practicing an exercise in an e-learning system is bored, some action can be executed by the system; for example, it could present more challenging tasks. Inspired by the above scenario, the present work proposes the creation of a model based on e-books reading, multisensorial media (MulSeMedia) area, and affective computing area. This model is referred to as Affective Multisensorial Books, and it has two main goals: (i) acquire affective states from users; (ii) produce multisensorial media effects. The main motivation is related to the fact that MulSeMedia can improve Quality of Experience of individuals and affective computing can be used to capture individuals' affective states during reading (e.g., boredom). However, it is important to evaluate if it is possible to detect changes in affective states of individuals in the reading task. In this scenario, this work evaluates if there are statistical differences in the same individual reading two genres of texts. The first one is a drinking fountain guide page, and the second is a poem. The Wilcoxon signed-rank test was used to assess the difference in mean of measurements in Galvanic Skin Response of individuals when reading each of the texts. The analysis indicates a statistically significant difference between the reading of the two texts.
{"title":"Affective Multisensorial Books","authors":"Juliana Kreitlon, Luma Chen, L. Santos, Rodolpho Nascimento, Maria Rita Carrara, Gustavo Paiva Guedes","doi":"10.1109/LACLO49268.2019.00041","DOIUrl":"https://doi.org/10.1109/LACLO49268.2019.00041","url":null,"abstract":"Affective computing devices have been used in e-learning, game, and movie areas to acquire individuals' affective states. Thus, states like fun, boredom, frustration, and excitement can be detected. Based on these states, many tasks can be executed. For example, if an individual practicing an exercise in an e-learning system is bored, some action can be executed by the system; for example, it could present more challenging tasks. Inspired by the above scenario, the present work proposes the creation of a model based on e-books reading, multisensorial media (MulSeMedia) area, and affective computing area. This model is referred to as Affective Multisensorial Books, and it has two main goals: (i) acquire affective states from users; (ii) produce multisensorial media effects. The main motivation is related to the fact that MulSeMedia can improve Quality of Experience of individuals and affective computing can be used to capture individuals' affective states during reading (e.g., boredom). However, it is important to evaluate if it is possible to detect changes in affective states of individuals in the reading task. In this scenario, this work evaluates if there are statistical differences in the same individual reading two genres of texts. The first one is a drinking fountain guide page, and the second is a poem. The Wilcoxon signed-rank test was used to assess the difference in mean of measurements in Galvanic Skin Response of individuals when reading each of the texts. The analysis indicates a statistically significant difference between the reading of the two texts.","PeriodicalId":229069,"journal":{"name":"2019 XIV Latin American Conference on Learning Technologies (LACLO)","volume":"17 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121598246","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2019-10-01DOI: 10.1109/LACLO49268.2019.00073
Ismar Frango Silveira, C. Benites
This research reports challenges that are found in the inclusion of children with hearing impairment in music learning and presents how society accepts these individuals. It seeks to know how the deaf community sees music and finally to evaluate visual and technological elements in children's musical education. The challenges of the presented actions do not aim at a theory of comprehensive form or only statistical, but it seeks to propose a succinct discussion on the theme, to bring the other people to a reflection regarding the specific needs of these children.
{"title":"Teaching Music to Deaf Children with Robotics: A Hands-on Approach","authors":"Ismar Frango Silveira, C. Benites","doi":"10.1109/LACLO49268.2019.00073","DOIUrl":"https://doi.org/10.1109/LACLO49268.2019.00073","url":null,"abstract":"This research reports challenges that are found in the inclusion of children with hearing impairment in music learning and presents how society accepts these individuals. It seeks to know how the deaf community sees music and finally to evaluate visual and technological elements in children's musical education. The challenges of the presented actions do not aim at a theory of comprehensive form or only statistical, but it seeks to propose a succinct discussion on the theme, to bring the other people to a reflection regarding the specific needs of these children.","PeriodicalId":229069,"journal":{"name":"2019 XIV Latin American Conference on Learning Technologies (LACLO)","volume":"31 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116726307","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2019-10-01DOI: 10.1109/LACLO49268.2019.00014
Elaine Pasqualini, Rosemeiry de Castro Prado, Rafael Garcia, Thiago Yuri Santos Lopes, Luiz Alves Barbosa Neto
Youngsters who start the right of voting need to know the work exerted by their representatives, particularly by those who administrate their daily lives, such as the city councilors and the mayor. The goal of this study is to develop a game aimed at High School students that deals with politics, particularly the positions of mayor and city councilor involving corruption. Tools such as engine, Ren'py, Python, JEdit, Befunky, Photoscape have been used. The instructional design has been used in the development to identify the problem, define the goals, develop educational material and employ them. The game was conceived based on the genre Visual Novel, in which the character makes choices that will play a role in the end of the match. As a result, situations of political life are presented. It is intended to apply this game in High Schools.
{"title":"Development of a Game for High School Students on Politics","authors":"Elaine Pasqualini, Rosemeiry de Castro Prado, Rafael Garcia, Thiago Yuri Santos Lopes, Luiz Alves Barbosa Neto","doi":"10.1109/LACLO49268.2019.00014","DOIUrl":"https://doi.org/10.1109/LACLO49268.2019.00014","url":null,"abstract":"Youngsters who start the right of voting need to know the work exerted by their representatives, particularly by those who administrate their daily lives, such as the city councilors and the mayor. The goal of this study is to develop a game aimed at High School students that deals with politics, particularly the positions of mayor and city councilor involving corruption. Tools such as engine, Ren'py, Python, JEdit, Befunky, Photoscape have been used. The instructional design has been used in the development to identify the problem, define the goals, develop educational material and employ them. The game was conceived based on the genre Visual Novel, in which the character makes choices that will play a role in the end of the match. As a result, situations of political life are presented. It is intended to apply this game in High Schools.","PeriodicalId":229069,"journal":{"name":"2019 XIV Latin American Conference on Learning Technologies (LACLO)","volume":"18 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127913414","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2019-10-01DOI: 10.1109/LACLO49268.2019.00029
Margarita Ortiz-Rojas, Ricardo Maya, Alberto Jiménez, Isabel Hilliger, K. Chiluiza
One main objective for software developers is to find the right approach to design and develop a tool faster and effectively. In the context of Learning Analytics (LA) in Latin America, this becomes more complicated due to a lack of clear guidelines that could guide Higher Education institutions (HEI) to the design of LA tools. Thus, this study describes a step by step methodology for software design of a LA tool. The methodology combines the phases of Design Thinking and the testing components of Human-Computer Interaction theory. It starts from the LALA framework, a set of methodologies that guides HEI to create a baseline of LA needs in the context of a project named LALA (Learning Analytics in Latin America). The needs are then materialized into a tool after a user-centered iterative process takes place. The methodology is not only adaptable for HEI that have never implemented LA tool, but also for HEI that have implemented an LA tool and need to make some upgrades. For validation purposes, this article presents a case study of adopting this methodology in the design of visualizations of an academic counseling tool, and discusses the results to illustrate its use for other HEI.
{"title":"A Step by Step Methodology for Software Design of a Learning Analytics Tool in Latin America: A Case Study in Ecuador","authors":"Margarita Ortiz-Rojas, Ricardo Maya, Alberto Jiménez, Isabel Hilliger, K. Chiluiza","doi":"10.1109/LACLO49268.2019.00029","DOIUrl":"https://doi.org/10.1109/LACLO49268.2019.00029","url":null,"abstract":"One main objective for software developers is to find the right approach to design and develop a tool faster and effectively. In the context of Learning Analytics (LA) in Latin America, this becomes more complicated due to a lack of clear guidelines that could guide Higher Education institutions (HEI) to the design of LA tools. Thus, this study describes a step by step methodology for software design of a LA tool. The methodology combines the phases of Design Thinking and the testing components of Human-Computer Interaction theory. It starts from the LALA framework, a set of methodologies that guides HEI to create a baseline of LA needs in the context of a project named LALA (Learning Analytics in Latin America). The needs are then materialized into a tool after a user-centered iterative process takes place. The methodology is not only adaptable for HEI that have never implemented LA tool, but also for HEI that have implemented an LA tool and need to make some upgrades. For validation purposes, this article presents a case study of adopting this methodology in the design of visualizations of an academic counseling tool, and discusses the results to illustrate its use for other HEI.","PeriodicalId":229069,"journal":{"name":"2019 XIV Latin American Conference on Learning Technologies (LACLO)","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130505526","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2019-10-01DOI: 10.1109/LACLO49268.2019.00031
Alberto Piedrahita-Ospina, Julián Moreno-Cadavid
Choosing a research methodology allows for a path for the development and operationalization of any investigation. Consider as a problem the traditional teaching practices, which consider the student as a passive actor in learning, which disagrees with the pedagogical tendencies centered on the student that lead to the construction of leading, creative, and autonomous citizens. On the other hand, a pedagogical agent, that is, an "artificial teacher" can be considered as an artifact from the epistemic base of Design Science, an artifact that in turn could solve the aforementioned problem. Design Science dedicates to the study of objects and associated artificial phenomena. The pedagogical agent (artifact) is arranged as an object, which merits a methodological process in search of solving the problem. Hence, the methodology Design Science Research is proposed within the framework of a doctoral thesis as the methodology that would allow: the development and validation of the agent; generalize findings of the problem to new kinds of problems and / or contexts; and finally, disseminate academic results.
{"title":"Design Science Research for Development and Validation of a Pedagogical Agent for STEM Education","authors":"Alberto Piedrahita-Ospina, Julián Moreno-Cadavid","doi":"10.1109/LACLO49268.2019.00031","DOIUrl":"https://doi.org/10.1109/LACLO49268.2019.00031","url":null,"abstract":"Choosing a research methodology allows for a path for the development and operationalization of any investigation. Consider as a problem the traditional teaching practices, which consider the student as a passive actor in learning, which disagrees with the pedagogical tendencies centered on the student that lead to the construction of leading, creative, and autonomous citizens. On the other hand, a pedagogical agent, that is, an \"artificial teacher\" can be considered as an artifact from the epistemic base of Design Science, an artifact that in turn could solve the aforementioned problem. Design Science dedicates to the study of objects and associated artificial phenomena. The pedagogical agent (artifact) is arranged as an object, which merits a methodological process in search of solving the problem. Hence, the methodology Design Science Research is proposed within the framework of a doctoral thesis as the methodology that would allow: the development and validation of the agent; generalize findings of the problem to new kinds of problems and / or contexts; and finally, disseminate academic results.","PeriodicalId":229069,"journal":{"name":"2019 XIV Latin American Conference on Learning Technologies (LACLO)","volume":"58 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133934819","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2019-10-01DOI: 10.1109/LACLO49268.2019.00065
O. Gutiérrez-Aguilar, Leslie Salas-Valdivia
The present research evidences the practical experience of incorporation of the Facebook platform as a new educational scenario to analyze interventions and theatrical performances from different contexts at the global level, based on the synchronous and asynchronous interaction of students. In turn, this study demonstrates how the use of this social network in education can favor aspects such as management of knowledge and foster the development of skills training in students, at present this medium is used as a form of communication, leisure and socialization but its educational applications turn out to be very promising, these aspects generate a positive perception by the uses of this social network in the field of education, thus providing a new online learning system that can be replicated in various contexts of Peru and Latin America, helping to improve the academic performance of students, according to the new learning styles of this technological age. The results show that the educational incorporation of this social network has a high level of replication, in various fields and educational subjects, since it greatly favors collaborative work, to achieve the construction of new knowledge, generation of significant learning and the achievement of skills. In conclusion, this work is a contribution, which seeks to strengthen the levels of synchronous and asynchronous communication, based on interaction, to improve digital skills that allow educational socialization.
{"title":"Collaborative Learning: The Educational Perspective of Facebook","authors":"O. Gutiérrez-Aguilar, Leslie Salas-Valdivia","doi":"10.1109/LACLO49268.2019.00065","DOIUrl":"https://doi.org/10.1109/LACLO49268.2019.00065","url":null,"abstract":"The present research evidences the practical experience of incorporation of the Facebook platform as a new educational scenario to analyze interventions and theatrical performances from different contexts at the global level, based on the synchronous and asynchronous interaction of students. In turn, this study demonstrates how the use of this social network in education can favor aspects such as management of knowledge and foster the development of skills training in students, at present this medium is used as a form of communication, leisure and socialization but its educational applications turn out to be very promising, these aspects generate a positive perception by the uses of this social network in the field of education, thus providing a new online learning system that can be replicated in various contexts of Peru and Latin America, helping to improve the academic performance of students, according to the new learning styles of this technological age. The results show that the educational incorporation of this social network has a high level of replication, in various fields and educational subjects, since it greatly favors collaborative work, to achieve the construction of new knowledge, generation of significant learning and the achievement of skills. In conclusion, this work is a contribution, which seeks to strengthen the levels of synchronous and asynchronous communication, based on interaction, to improve digital skills that allow educational socialization.","PeriodicalId":229069,"journal":{"name":"2019 XIV Latin American Conference on Learning Technologies (LACLO)","volume":"18 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123295713","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2019-10-01DOI: 10.1109/LACLO49268.2019.00056
Érika Cristina Dias de Oliveira Brelaz, Rafael Lamary Silva Santos, Ilmara Monteverde Martins Ramos, D. B. Ramos, Frederico Marcel Modesto de Paulo, Waleson Azevedo Pessoa de Melo, Amanda Loranny Gonzaga Viana, Lia Xavier Pimentel, Sabrina Victória Castro de França, Maquiavel dos Santos Campos
Agriculture and livestock technical education prepares students to planing, implementing, monitoring and evaluating agricultural projects, analyzing resources of rural properties and surround region, as well as prioritizing environmental conservation. Some courses studied need the practice in a farm, however, there are cases which a farm structure is not available and the use of educational software can be a solution to alleviate such a situation. In this context, we gamificated the Fazenda 3D (Farm 3D), an educational software which simulates a rural property thas was developed using free software. The user can browse in the game and know their structures and sectors. The Fazenda 3D (first version) has already been applied in the classroom and, in the opportunity, students responded to a survey of strengths and improvements, that helped us to identify the need to gather animal and carry out activities in the course of the game. Therefore, this new Fazenda 3D project is a upgrade, adding animals and activities to improve interaction with students, as well as to teacher more options of use of the game.
{"title":"Gamification of the Fazenda 3D: A Playful Alternative to Learning in the Agriculture and Livestock Technical Education","authors":"Érika Cristina Dias de Oliveira Brelaz, Rafael Lamary Silva Santos, Ilmara Monteverde Martins Ramos, D. B. Ramos, Frederico Marcel Modesto de Paulo, Waleson Azevedo Pessoa de Melo, Amanda Loranny Gonzaga Viana, Lia Xavier Pimentel, Sabrina Victória Castro de França, Maquiavel dos Santos Campos","doi":"10.1109/LACLO49268.2019.00056","DOIUrl":"https://doi.org/10.1109/LACLO49268.2019.00056","url":null,"abstract":"Agriculture and livestock technical education prepares students to planing, implementing, monitoring and evaluating agricultural projects, analyzing resources of rural properties and surround region, as well as prioritizing environmental conservation. Some courses studied need the practice in a farm, however, there are cases which a farm structure is not available and the use of educational software can be a solution to alleviate such a situation. In this context, we gamificated the Fazenda 3D (Farm 3D), an educational software which simulates a rural property thas was developed using free software. The user can browse in the game and know their structures and sectors. The Fazenda 3D (first version) has already been applied in the classroom and, in the opportunity, students responded to a survey of strengths and improvements, that helped us to identify the need to gather animal and carry out activities in the course of the game. Therefore, this new Fazenda 3D project is a upgrade, adding animals and activities to improve interaction with students, as well as to teacher more options of use of the game.","PeriodicalId":229069,"journal":{"name":"2019 XIV Latin American Conference on Learning Technologies (LACLO)","volume":"18 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132298508","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}