Bichinho Virtual - Faculdade de Tecnologia
Transcrição
Learning biology with Gene Marcos Augusto F. Borges - [email protected] 1 Simony Pelicer de Oliveira - [email protected] Faculdade de Tecnologia em Processamento de Dados University of the state of Minas Gerais at Passos (UEMG) Abstract Electronic devices that simulate pets (virtual pets or tamagotchis) have become an amazing success to the children around the world. There are controversies about their use, but they offer great opportunities of learning to their users. This work studies a virtual pet-based computational learning environment. The main goal of this project is to develop and study an interactive and pleasant system (the Gene) that could help students of secondary school to learn biology while playing a motivating game. The way of learning we are looking for is the Papert’s construcionism. The user will model the pet, defining its physical and mental features through the manipulation of its genes. After the process of modelling, he has the possibility to play with it, similarly to the games available in the market. 1. Theoretical basis: why a game? Toys influence in the children development of the cognition is very important. While playing with a toy, the children have freedom to determine their actions. Toys stimulate curiosity, initiative and self-confidence, providing the development of language skills, thinking and attention (Vygotsky, 1989). While playing, children explore and work with everything around. Games represent effort and conquer, which is a vital need. The game balance the intern and extern world, directing children energies and transforming their 1 Marcos Augusto F. Borges address: Rua Marechal Deodoro, 843, ap. 61, Centro, Campinas-SP, 13020-001, Brazil anguish into pleasure (Araújo, 1992). Games still stimulate social interaction (Grossi, S.D.). According to Piaget, games have a very close relationship with the intelligence construction, being a useful tool to motivate the learning process. While playing a game, the user could be learning some concepts, even having no idea that this is happening. It is not like the instrucionist paradigm, where the student just listen to the explanations, in a passive way, practising his new knowledge in exercises. Games could make learning easier and more motivating, arising the students learning desire. According to Vieira (1994), while playing games children can exercise: imagination, group interaction process, the process of knowledge construction, creativity, autonomy and personality expression. Learning computer games integrate game strategies and learning objectives. They are a challenge that motivates the students, because of the fantasy and curiosity. The computer based learning games are developed to improve the opportunities to learn not only traditional concepts and contents but also organised logic thinking abilities while having fun. These games could create an imaginary world to be explored, called microworlds. While exploring this microworld, users can learn a lot without losing the motivation. The student learn reaching an objective, thinking and discovering the concepts, without having be presented directly to the contents (Coburn, 1988; Stahl, 1991). It is interesting to learn something which is needed to solve a problem because this is the moment when the brain index better the information (Ellis, 1994). It is known that an information which is not used during the learning process could be difficult to access and use in the future (Schank e Kass, 1996). Multimedia software could transform the classes in a pleasant and funny place, turning the learning process more interesting and motivating, because of the sounds, pictures, animations, etc. (Hernández, 1990, Thalmann, 1993, Silveira, 1997). 2. The Gene He authors aim to study the use of a multimedia software that intends to help secondary students in the learning biology (Genetics). We have choose the tamagotchis (Besser, 1997) as the basis of the system because they fascinate children that can be the actors, the subjects that are responsible for the situation. Children can pretend to be parents, taking care and giving advice to the pets. While playing with tamagotchis children develop their emotional intelligence having virtual experiences (Fagundes, 1997). So, why not improve this kind of software with more opportunities of learning? The user will work like a genetic scientist that will manipulate the deoxiribosenucleic acid (DNA) of the pet embryo and test how the pet will be having this DNA. He can manipulate the DNA, test the resulting pet and return to the manipulation, in a process called Logo aesthetic (Valente, 1993). The learning occurs during the modelling and simulation process. First, the user models his pet (using the gene manipulation). After that, based on the model constructed, the system simulates a pet life from its born. The benefits of this process in the educational context are well-known (De Jong, 1991, Pagano, 1992, Hebenstrait, 1991, Baranauskas, 1994), and there are lot of examples of modelling and simulation in computer-based learning environments like Enxuto-Jonas (Borges e Baranauskas, 1998) and Caça ao Tesouro (Fernandes et al., 1998). The user has the total control of the pet features. The system does not teach anything, working like a learning interactive environment, in the classification presented by Borges (1997). The design of the system was developed based on the learner centred design (Soloway et al., 1994). 2.1. Using Gene 2 The first interface of Gene (figure 1) presents an animal cell, with all of the organelles graphically represented. The user can explore all of them, by clicking the figures. By clicking an organelle, a message will be presented (text and sound), describing its function. The goal of this interface is not to teach the organelles function, but give to the user the opportunity to discover that he can work on the chromatin (nucleo-protein of chromosomes) to change the pet genotype (its genetic constitution). The user can do this manipulation or only ask the system to "born the cell", clicking on the "born button". If the user prefers to work on the chromatin, a zoom will be presented (figure 2), where the can user manipulate the pet genes (particular piece of chromosomes). The user can work on some loci of genes (fixed positions in the chromosome always occupied by a given kind of gene) of two homologous chromosomes. At this point, he will work with concepts like homozygous and heterozygous organisms, dominant and recessive genes. The system will not explain anything: the user can test how the genes work or look for help in biology textbooks. The system does not intend to teach, but to provide opportunities to understand why it could be interesting to learn the subject (discovering or studying). There is another window, where the user can explore a more detailed presentation of the DNA, looking at his chemical structure. At this interface, the user can work with the chemical composition of the nucleotides (compounds that are the building blocks of nucleic acids), making the possible combinations of purine and pyrimidine nitrogen containing bases. Here, again, the system does not teach how to combine it: the user needs to test and discover the possible combinations. After manipulating the DNA, the user should return to the first interface, and ask the system to make the pet born. At this moment, the pet is presented and a game similar to the commercial one begins. The pet is a baby at the beginning and becomes older gradually. The student should provide food, water and love to his pet. The user can play football with it, can help the pet to take a bath, can prepare a birthday party, etc. While playing with his pet, the user can detect if the pet has the features the user intended him to have. If the user fails in his genetic manipulation, he can return to the DNA interface, and change another time the genes, and then, make the new pet born, working in the logo aesthetic described before. 2 The biology contents was based on (Abercrombie et al., 1963, Sasson, 1991, Sasson et al., 1991) Figure 1: the first interface of Gene Figure 2: the genetic manipulation window 2.2. Technical details The system will work at a microcomputer (at least a Pentium) running Window 95 (or further versions) with common multimedia resources. It is being developed in the Delphi environment (Borland Delphi 3.0), because it gives us the opportunity to work with multimedia. The figures are being drawn at Corel Draw and Adobe PhotoShop LE (some of them were digitalized). The sound track is being recorded in a private studio connected to a computer (MIDI). An undergraduate student, who will spend one year and almost one thousand hours in this project, is carrying the development. We are using computers with common resources in order to make easier the use of this system in schools (they will not need a special computer laboratory). 3. Discussion We are in the final part of the software development process. Now, we are intending to make experiments with typical users, first in the University laboratory, identifying interface drawbacks. After the improvements resulting from the first experiments, we will interact with a secondary school, where the system will be tested in a real learning environment. During the development of the system some difficulties could be verified and pointing solutions to them is one of the objectives of the research. One of the worst problems is the need of interdisciplinary skills, because this turns the development more difficult and expensive. For example, we will need professionals from arts to prepare interesting pictures and sound track. On the other hand, we are testing all the potential of multimedia that could be explored in this kind of non-expensive development of systems that can be used on computers already available at schools. This project presents a new and interesting way of using the computer to help the biology content learning, which used to be done in a theoretical way. In order to have success using the system in learning process, how teachers and students will be presented to the system will be studied carefully, because a positive posture with the system is essential to guarantee its use in a effective way (Diaz et al., 1998). Thinking about this is important to ensure that it will motivate the students to work with the genes in a practical experience that could help them in the learning process. 4. References: • • • • • • • • • • • • • • • Abercrombie, M, Hickman, C.J., Johnson, M.L. - A dictionary of biology, Penguin, 1963. Araújo, V.C. - O jogo no contexto da educação psicomotora. São Paulo: Cortez, 1992. Baranauskas, M.C.C., Oliveira, O.L. – Estratégias para design de ambientes computacionais para modelagem Proceedings of V Simpósio Brasileiro de Informática na Educação Porto Alegre, 1994. Besser, H. - Critical Thoughts About Tamagotchi, Internet site, http://www.sims.berkeley.edu/courses/is296a-3/s97/Focus/Identity/FINAL/index.htm, 1997. Borges, M.A.F. - O design centrado no aprendiz no sistema Jonas: uma experiência de desenvolvimento de um sistema para formação na empresa. MSc. Dissertation, Instituto de Computação, Unicamp, 1997. Borges, M.A.F., Baranauskas, M.C.C. - A User-Centered Approach to the design of an expert System for training. British Journal of Educational Technology. Blackwell Publishers, 29(1):25-34, jan.1998. Coburn, P. et alii. - Informática na educação. Rio de Janeiro: Livros Técnicos e Científicos, 1998. De Jong, T. - Learning and Instruction with computer simulations. Education & Computing, 6, 217 – 229, 1991. Diaz, P., Aedo, I., Torra, N., Miranda, P., Martín, M. - Meeting the needs of teachers and students within the CESAR training system. British Journal of Educational Technology. Blackwell Publishers, 29(1):35-46, jan.1998. Ellis, J.E. - Roger Schank wants your child’s mind. Business week, p.36-37, july 18, 1994. Fagundes, L. - Jornal Correio Popular, Campinas, 1997. Fernandes, L.D, Valenciano, R., Caritá, C., Baranauskas, M.C.C. - Jogos Computacionais no Processo de Formação Profissional: O Design de A Caça ao Tesouro; Proceedings of IV Congresso Ibero-Americano de Informática na Educação RIBIE’98, Brasília, 1998. Grossi, E. P. - Escolas infantis: leitura e escrita. Erechim: Edelbra, s.d.. Hebenstreit, J. - Simulation as an educational tool. Proceedings of International Conference on Technology and Education Toronto, Canada, 1991. Hernández, M. G. - Impacto de la Multimedia en la Educacion. Proceedings of I Simpósio Brasileiro de Informática na Educação, 1990. • • • • • • • • • • • Pagano, R. - Computer Simulation as an educational tool, PhD thesis, Université Catholique de Louvain, Belgium, 1992. Sasson, S. - Genética, 2ª Edição, Anglo, 1991. Sasson, S., Uzunian, A., Pinseta, D.E. - Introdução a biologia, 2ª Edição, Anglo, 1991. Schank, R.C., Kass, A. - A goal-based scenario for high-school students. Communicamtions of the ACM, v.39, n.4, p.28-29, april 1996. Silveira, S. R. - Estudo e Construção de uma Ferramenta de Autoria Multimídia para a Elaboração de Jogos Educativos Computadorizados, . Proceedings of VII Simpósio Brasileiro de Informática na Educação, 1997. Soloway, E., Guzdial, M., Hay, K.E. Learner-centered design. Interactions, 36-48,april 1994. Stahl, M. M. - Ambientes de ensino-aprendizagem computadorizados: da sala de aula convencional ao mundo da fantasia. Rio de Janeiro: COPPE-UFRJ, 1991. Thalmann, N. M. - Mundos Virtuais e Multimídia. Rio de Janeiro: Livros Técnicos e Científicos, 1993. Valente, J.A. - Por quê o computador na educação. In Valente, J.A. (Ed) Computadores e Conhecimento: Repensando a Educação. Campinas. Gráfica Central da Unicamp, 1993, p.24-44. Vieira, C. V. - Brinquedo. Porto Alegre: Faculdade Porto-Alegrense de Educação Ciências e Letras, set. 1994, apud (Silveira, 1997). Vygotsky, L. S. - O papel do brinquedo no desenvolvimento. In: A formação social da mente. São Paulo: Martins Fontes, p.106-118, 1989. This work has been funded by FAPEMIG and UEMG
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