ZoAM GameBot:亚马逊失落的计算世界之旅

IF 2.1 3区 计算机科学 Q3 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS ACM Journal on Computing and Cultural Heritage Pub Date : 2024-05-11 DOI:10.1145/3657303
Larissa Pessoa, Lia Martins, Meng Hsu, Rosiane de Freitas
{"title":"ZoAM GameBot:亚马逊失落的计算世界之旅","authors":"Larissa Pessoa, Lia Martins, Meng Hsu, Rosiane de Freitas","doi":"10.1145/3657303","DOIUrl":null,"url":null,"abstract":"<p>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.</p>","PeriodicalId":54310,"journal":{"name":"ACM Journal on Computing and Cultural Heritage","volume":"26 1","pages":""},"PeriodicalIF":2.1000,"publicationDate":"2024-05-11","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"ZoAM GameBot: a Journey to the Lost Computational World in the Amazonia\",\"authors\":\"Larissa Pessoa, Lia Martins, Meng Hsu, Rosiane de Freitas\",\"doi\":\"10.1145/3657303\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"<p>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.</p>\",\"PeriodicalId\":54310,\"journal\":{\"name\":\"ACM Journal on Computing and Cultural Heritage\",\"volume\":\"26 1\",\"pages\":\"\"},\"PeriodicalIF\":2.1000,\"publicationDate\":\"2024-05-11\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"ACM Journal on Computing and Cultural Heritage\",\"FirstCategoryId\":\"94\",\"ListUrlMain\":\"https://doi.org/10.1145/3657303\",\"RegionNum\":3,\"RegionCategory\":\"计算机科学\",\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"Q3\",\"JCRName\":\"COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"ACM Journal on Computing and Cultural Heritage","FirstCategoryId":"94","ListUrlMain":"https://doi.org/10.1145/3657303","RegionNum":3,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q3","JCRName":"COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS","Score":null,"Total":0}
引用次数: 0

摘要

为了吸引更多年轻人的兴趣和参与,人们开始寻求其他的教学过程,这激发了我们开发基于互动故事和多种学习路径的聊天机器人架构游戏的灵感。因此,我们在本文中介绍为 Discord 即时通讯和社交平台开发的游戏机器人 ZoAm。ZoAm 提供了一种独特的学习体验,以讲故事为中心,侧重于基本计算概念和逻辑挑战,从而提高计算思维能力。此外,该游戏还促进了对亚马逊文化和民间传说的欣赏,以及具有人类价值观的决策。我们开展了一项行动研究,涉及小学毕业班最后几年的学生。研究采用了基于 Desurvire 和 Wiberg(ANO)提出的游戏启发式分析法(PLAY),以及 Korhonen 和 Koivisto(ANO)提出的移动设备评估模型。分析采用了这些模型中经过精简和合并的启发式方法,适合游戏机器人的环境,重点关注:I) 可用性;II) 游戏性和沉浸感;III) 移动性。关于评估学生玩完游戏机器人后所做调查的可靠性系数,采用了 Cronbach's Alpha 和 Guttman Lambda-6 (G6(smc)) 系数。选择这些指标是为了确保调查项目的内部一致性和可靠性,反映出问题如何有效地衡量启发式分析提出的重点。研究结果表明,该游戏有可能促进学生对综合概念的吸收,并在整个游戏过程中保持学生的兴趣。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
查看原文
分享 分享
微信好友 朋友圈 QQ好友 复制链接
本刊更多论文
ZoAM GameBot: a Journey to the Lost Computational World in the Amazonia

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.

求助全文
通过发布文献求助,成功后即可免费获取论文全文。 去求助
来源期刊
ACM Journal on Computing and Cultural Heritage
ACM Journal on Computing and Cultural Heritage Arts and Humanities-Conservation
CiteScore
4.60
自引率
8.30%
发文量
90
期刊介绍: ACM Journal on Computing and Cultural Heritage (JOCCH) publishes papers of significant and lasting value in all areas relating to the use of information and communication technologies (ICT) in support of Cultural Heritage. The journal encourages the submission of manuscripts that demonstrate innovative use of technology for the discovery, analysis, interpretation and presentation of cultural material, as well as manuscripts that illustrate applications in the Cultural Heritage sector that challenge the computational technologies and suggest new research opportunities in computer science.
期刊最新文献
Heritage Iconographic Content Structuring: from Automatic Linking to Visual Validation Digitising the Deep Past: Machine Learning for Rock Art Motif Classification in an Educational Citizen Science Application Interpretable Clusters for Representing Citizens’ Sense of Belonging through Interaction with Cultural Heritage Classification of Impressionist and Pointillist paintings based on their brushstrokes characteristics ZoAM GameBot: a Journey to the Lost Computational World in the Amazonia
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
现在去查看 取消
×
提示
确定
0
微信
客服QQ
Book学术公众号 扫码关注我们
反馈
×
意见反馈
请填写您的意见或建议
请填写您的手机或邮箱
已复制链接
已复制链接
快去分享给好友吧!
我知道了
×
扫码分享
扫码分享
Book学术官方微信
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术
文献互助 智能选刊 最新文献 互助须知 联系我们:info@booksci.cn
Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。
Copyright © 2023 Book学术 All rights reserved.
ghs 京公网安备 11010802042870号 京ICP备2023020795号-1