Edutainment is the idea of using games, or even serious games, to mediate learning. It's about going beyond games as simple rewards or extrinsic motivational levers: “if you do your exercise well, you'll be able to play”. With edutainment, games are used as a tool or resource for learning. For example, it can be used to provide concrete representations of experiences, to test hypotheses, to stimulate pedagogical interaction between learners or with those proposing the activity...With
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Keywords : Game based learning, Edutainement, Serious game, Editorial, Games
Interactive conference designed to question participants on how to build a edutainment session. The process ultimately leads to the co-construction of the Colectyng (CEPAJe) model.
Keywords : Serious game, Ludopedagogy, Evaluation, Design, Edutainment, CEPAJe, Colectyng
The aim of this conference is to present how to structure an edutainment sequence or session. The workshop is designed to be interactive, and participants are invited to take part in a treasure hunt with the following instructions:The objective is to reach the first padlock.You can work alone or in a team.The aim is to reach the first padlock, either alone or as part of a team.Look for clues to the “quête de connaissances" (quest for knowledge). Beware, however, that some o
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Keywords : Treasure hunt, Edutainment, Serious game, Ludopedagogy
Ludo Pedagogy – Why use it?Ludo Pedagogy is a pedagogical method that uses games or serious games. The simple fact of using games or serious games into a pedagogy, inscribes us in edutainment. Let us specify, however, that there are several ways of using games in a pedagogical framework. Thus for Yvan Hochet, we can teach "with", "by", "about" and "around" the game (Hochet, 2013). In a modern edutainment approach, the challenge is to teach "with
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Keywords : Serious Game, Ludopedagogy, Education, Gamification, Edutainment
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
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
(Broacasting our studies)
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Keywords : Education, Réalité virtuelle, Serious Game, Jeux sérieux
Let’s explore the types of games that can be applied for gamification.Let’s understand the definition of gamification.Let’s find out the historical background of gamification.Let’s figure out how gamification is associated with the experience economy and the behavioral economics.Let’s understand the effects of gamification on learning and education.Reference (1) : Djaouti, D., Alvarez, J., Jessel, J. P., & Rampnoux, O. (2011). Origins of serious games. In M
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Keywords : Game, Gamification, Definition, Experience economy, Behavioral economics, Effect
Abstract A Serious Game (SG) is a virtual process designed for the purpose of real-world problem-solving. In SG analytics studies, learning processes are tracked using diverse techniques to support the personalization of instruction. However, it is a challenge to find potential meanings of each parameter of the tracking logs and define an appropriate indicator for a user’s behavior. Game tracking logs often only provide limited information regardless of a game context. Therefore, rese
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Keywords : Serious games analytics, Visualization, Learning path
Abstract:In this ongoing work, the team intends to present a conceptual serious game as an educational tool to promote and demonstrate the applicability of statistical concepts in day-to-day life and in the decision-making process. The serious game will provide learning content in a game-based environment where students/players interact by applying knowledge in Statistics. There will be no right or wrong answers. Based on the students' answers and choices, the serious game, by a design mechanism
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Keywords : Serious Games, Statistics Education, Augmented Reality, Geolocation