SuperPython
- Pre-Seed
In this paper we presented a new educational method based on computing infrastructure that facilitates the construction of cognitive assessment environments through neurophycopedagogical games and intelligent games providing a solution that integrates multidisciplinary work and with the main purpose of assisting the treatment of disabled children.
Studies show that the uptake of content through the traditional method is not efficient. Data show that during a lesson, taught only with read capabilities and speech, are retained only 35% of the transmitted content. After a long study of the existing educational methods we understand that the results of the assimilation of knowledge were not as effective due to lack of stimulation during the teaching process.
A new educational method based on computing infrastructure that facilitates the construction of cognitive assessment environments through neurophycopedagogical games and intelligent games providing a solution that integrates multidisciplinary work and with the main purpose of assisting the treatment of disabled children.
For this, this solution provides the evolution of learning through recording all the moments that it happens. This computed and monitored information at the student's timeline allows real-time to detect and correct the distortions of the educational process individually. Thus one can take measures to help the student before the accumulation of these distortions impose on it a greater suffering. With the further aim of helping in the treatment of disabled children, we achieved great increase in the results of the cognitive-linguistic development of them, since they were stimulated through activities that meet their needs. This project was inspired by the singularities and the needs of each individual seeking help in improving education.
In virtual games, first it was necessary to identify cognitive skills that were worked for a game and mechanisms to quantify them through what happens during a session. The fair presentation of the results of these criteria is able to assist the formation of a child's cognitive profile and in their decision-making in order to assess and rehabilitate it cognitively.
Games can help build students’ story telling skills, encourage cooperative learning and students who use the strategies they learn with their games tend to see participation, interaction and motivation as very important things in life. If schools try to adopt games as a valid educational strategy, students will definitely feel more motivated to go to school.
The long-term impact will be the improvement in education and as a consequence, the development of our nation, less violence, more opportunities and an increase in critical thinking and social inclusion.
The idea that computer games are a waste of time is not even doubted by most parents and teachers. However, games often have a fantasy element that engages players through narrative or storylines, and everyone likes a good story. More importantly, the progress a player makes in a game is through learning. And this progress makes people feel a sense of reward whether the game is considered entertainment or serious. It is the learning process of games that makes games enjoyable, so we can very well say that with games we practice the process of the human mind trying to understand a new system.
As in the first moment we are talking about a topic like education, when it improves everyone benefits. At first it would be a change that would mainly affect elementary and middle school but at the same time as the graduation students who would be responsible for the development of the games they would also be affected. After this first look we can say that over time and with the improvement of education, will have an improvement in the quality of services and labor, will have less violence and even more opportunities and thus show that everyone will benefit.
- Child
- Adolescent
- Primary
- Male
- Female
- Latin America and the Caribbean
- Digital systems (machine learning, control systems, big data)
The focus of the project I was taking to start was to create a educational method based on the singularities and needs of each person. We had to begin to treat education as something unique, of each individual with the main purpose of assisting the treatment of disabled children. I looked for a new reality in the education of the world. And this will happen when students definitely feel more motivated and this change will happen with the implementation of technology inside the classroom.
This new educational method is based on the idea that education is have to be treat as something singular, because each individual have your way to learn but at the same time to learn the person have to be motivated so using games inside the classroom with the main purpose of learning the idea is strengthen the knowledge base of students so they will have a development within the classroom with better performance and the long term impact will be a improvement in the education as consequence less violence.
Thinking of expanding the project and inventing new ways to help in education in February 2017, when I started the demonstrations part of the project, I opened a class to teach robotics and thinking of a way to help beyond the classroom today we make the games available on CD's for students who did not have the Opportunity to be selected.
This year a bill made by me will be voted and if approved the games should be developed by students of the graduation of technological areas and can count as hours of extracurricular activities.
- 6-8 (Demonstration)
- Not Registered as Any Organization
- Brazil
- 3 years
- We have already developed a pilot.
- 6-12 months
https://www.facebook.com/labaseufrj/
- Technology Access
- 21st Century Skills
- Online Learning
- Medical Training
I always had the dream of changing the world and for that; I knew that the series of small acts that would make us grow. Due to a passion for education and his powers of transformation, I decided to place it as my biggest goal. All that I do with the objective of helping, give me shine in eyes and a huge force because arouses my passion. Be a Solver would be an amazing experience to start a journey that will not be limited to a person and his knowledge, but rather in the application of this knowledge for the transformation of education in our world.
My current partner is the Federal University of Rio de Janeiro, located in the city of Rio de Janeiro, BR, which supports and encourages the event of research and development of the project.
When we talk about an important issue like education there is no one who can not help us.