Este artigo relata o experimento de uso do chatbot Metis como apoio às atividades de educação a distância. Apresenta-se relatos sobre o desenvolvimento de chatbot educacional Metis (Mediadora de Educação em Tecnologia Informática e Socializadora) e sobre a estratégia pedagógica de alimentação da base de conhecimento do chatbot, com a participação dos alunos. Descreve-se a avaliação do chatbot sob um viés pedagógico que envolveu a análise das interações e a construção de cinco categorias, construídas a partir de questionário on line. Os resultados mostraram que mesmo em fase inicial de implementação, a agente Metis alcançou resultados satisfatórios quanto à eficiência de diálogo e influência no engajamento dos alunos, na turma investigada.
The acronym STEM – Science, Technology, Engineering, and Mathematics has entered the agenda of educational policies. The development of mobile game-based learning has been seen as a new line of research and technological development in the field of educational technology, STEM education and game design. These fields are rather new and intrinsically multidisciplinary, making it even more exciting. There is a growing interest in Mobile Game related research, whether strictly technological or applied in social contexts. In this chapter, we thought a nice way to connect this data and depict the current scenario would be to break the subject into pieces: Game Design; Affection and Play; Mobile Learning; Games for Learning; Science and Mathematics Education; and lastly, summarizing it in the Games for STEM Education section. Our conclusions point to the fact that we are taking the first steps in a digital game development process for teaching mathematics in the school environment and the acceptance of Smartphones as tools that add value to education.
The acronym STEM (science, technology, engineering, and mathematics) has entered the agenda of educational policies. The development of mobile game-based learning has been seen as a new line of research and technological development in the field of educational technology, STEM education, and game design. These fields are rather new and intrinsically multidisciplinary, making it even more exciting. There is a growing interest in mobile game-related research, whether strictly technological or applied in social contexts. In this chapter, the authors thought a nice way to connect this data and depict the current scenario would be to break the subject into pieces: game design; affection and play; mobile learning; games for learning; science and mathematics education; and lastly, summarizing it in the games for STEM education section. The conclusions point to the fact that we are taking the first steps in a digital game development process for teaching mathematics in the school environment and the acceptance of smartphones as tools that add value to education.
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