The Blue Bot project involved 230 five-year-old pupils of kindergarten in the Nord-Pas de Calais Region (France). The goal was to introduce them to coding, decoding and programming design. A ludopedagogy session was proposed with three main modalities: Body, Robot and Tablet. The statistical results confirmed the reliability of the scientific experiment and highlighted that the two modality combining Robot and Tablet recorded the highest performance scores in a pre- and posttest type evaluation
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Keywords : Robot, Pedagogy, Tablet PC, Comparative Study, kindergarten, programming design, Coding, Decoding
Edgar Dale’s pyramid is often associated with percentages by training organizations to promote active pedagogies. However, this model has a marketing origin and no scientific basis. It is therefore appropriate to turn to other models such as those of Agyris, Schön and Kolb (1984), which emphasize the importance of learning by doing. At the same time, by studying these different models, we can identify the extent to which the use of games and, by extension, serious games are fully cons
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Keywords : Learning models, Serious Game, Evaluation
P0627THE PERIODIC TABLE FOR VIDEO GAME ANALYZISCHEMISTRY AND EDUCATION2. Tools in chemistry educationJ. Alvarez 1.,*Recherche Dept. / Université Polytechnique Hauts-de-France - Devisu - Lille (France)*Corresponding author(s).Email: julian.alvarez@espe-lnf.fr (J.Alvarez)Abstract This communication aims to present a formal deconstruction of video games in the form of various elementary elements called "Gameplay Bricks". To understand these elements and stu
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Keywords : Atomic Approach, Gameplay, Taxinomy, Formalism, Periodic Table
This communication aims to present the educational experience conducted with the 2014-2015 class of IPM Master II students: the Big Trak project.
Keywords : Robot pedagogy, Ludopedagogy, Edutainment, Robot, Serious Game, Robot toy, Comparative study, Virtual
With the advent of interactive media, learning by playing is taking a variety of forms. Serious game, this term may seem contradictory, in reality it reflexes a very current reality, it rests on the video culture playful learners. This type of games is appropriate for investing in classrooms, the idea is to make learning more interactive and motivating. They have been developed to enable learners to build their own knowledge, skills and knowhow to develop highlevel skills to deal with
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Keywords : Serious Games, Education, Game, Learning, Video game
IDATE is pleased to offer for free the Serious Games study published in 2012.This is the 3rd edition that succeeds those of 2010 and 2008. This third edition analyzes the different segments of the Serious Gaming market based on detailed case studies and a systematic presentation of technologies, uses and professions, particularly analyzing the key stages of design, development and diffusion. It also presents the technological and business prospects for each market segme
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Keywords : Study, Market, Education, Training, Health, Defence, Evolution, Serious Game
Introduction Depuis Septembre 2016, le Paris St Germain[1], puis l’AS Monaco[2] et enfin l’Olympique Lyonnais[3] se sont lancés respectivement dans l’e-sport en s’offrant leur équipe de pro-gamers. Le rapprochement de ces clubs professionnels français vers l'e-sport n'est pas un cas isolé et s'inscrit dans un mouvement déjà amorcé par d’autres clubs européens : Beşiktaş Jimnas
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Keywords : Football (Soccer), Video Game, e-sport, Markets, Sport Simulation
(Broacasting our studies)
A video game for learning is a complex computer system whose objective is to teach a learner new skills in a specific area of knowledge. Interdisciplinary teams responsible for this type of video game face significant communication and design challenges. They must therefore be able to rely on a formal and well-structured process in order to deal with the delicacy of bringing together education and video games. The method described in this paper combines instructional engineering video game devel
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Keywords : Serious Game, Video Game, Learning, Instructional Design, Method
AbstractDigital multi-player learning games are believed to represent an important step forward in risk management training, especially related to human factors, where they are trusted to improve the performance of a team of learners in reducing serious adverse events, near-misses and crashes in complex socio-technical systems. Team situation awareness is one of the critical factors that can lead the team to consider the situation with an erroneous mental representation. Then, inadequate decisio
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Keywords : Digital collaborative environment, Team situation awareness, Communication, Information, Decision Making, Learning game, Virtual environment, Socio-technical system
AbstractDigital multi-player learning games are believed to represent an important step forward in risk management training, especially related to human factors, where they are trusted to improve the performance of a team of learners in reducing serious adverse events, near-misses and crashes in complex socio-technical systems. Team situation awareness is one of the critical factors that can lead the team to consider the situation with an erroneous mental representation. Then, inadequate decisio
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Keywords : Digital collaborative environment, Team situation awareness, Communication, Information, Decision Making, Learning game, Virtual environment, Socio-technical system