Interview with Julian Alvarez, associate professor at the DeVisu laboratory and INSPE in Lille.The subject is using games as a lever for teaching. Question 1: Who are you Julian Alvarez? https://youtu.be/O9GkHctoEeM Question 2: What is your day-to-day work? https://youtu.be/N_8rDvzSOAsQuestion 3: What impact does your work have on your research? https://youtu.be/8IG0cx0HtvUQuestion 4: What advice do you have for getting started in edutainment? https://yo
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Keywords : Ludopedagogy, Edutainement, Education, Teaching practices, Learning, Game based learning, Play, Game
(Broacasting our studies)
(Broacasting our studies)
For Julian Alvarez, there's no doubt that studying games is a good idea. In fact, he is a teacher-researcher at the Polytechnic University of Hauts-de-France and at the Ecole Supérieure du Professorat et de l'Education in Lille. There, he studies games and their use in fields such as training, healthcare and marketing.However, his interest in games is probably rooted in his childhood. Julian Alvarez experienced three different approaches to teaching:In Spain, under Franco's re
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Keywords : Teaching, Training, Game, Board game, Video game
ABSTRACT This paper presents a comparative study of cognitive mediations at work in the scope of pedagogical device dedicated to introduce robotic/computer science to learners of last section of kindergarten (5-6 years old). The device used for the experiment is a robot named «Blue Bot» and presents three modalities in the scope of proposed serious games: the body, the robot and digital tablet. This study highlights on how mediator-in
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Keywords : Serious Game, robot pedagogy, Cognitive mediation, Activity analysis, Last section of kindergarten
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
Experience design implies an "experience to be lived" (Vial, 2015) where the subjects "interact with their natural and artificial environment". If we can easily imagine a "natural" or "artificial" environment, there is an in-between proposed by the game. Neither totally "natural" because it can rely on artifacts, nor totally "artificial" because some animals play and the game activity falls, depending o
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Keywords : Serious Game, Design Game, Game design, Gamification, Ungamification, Serious Game design, Serious Play design
(Broacasting our studies)
Learning technical gestures, developing behavioral skills, helping to better control one's emotions (savoir-être)... these are just some of the contributions of virtual reality that call into question the place of emotions and sensory experience in today's pedagogy. From a theoretical approach, Réseau Canopé, in partnership with Inserm, has extended the development of its Corpus resource into a virtual reality game, Corpus 360°. How to interact with the learner's motivati
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Keywords : Virtual Reality, Serious Game, Emotions, Sensory experience, Behavioral skills, Edutainment, Soft Skills, Ludopedagogy