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
Abstract. In the idea of evaluating a Ludopedagogy sequence, it is necessary to have a systematic evaluative model taking into account different parameters: context, learner, useful dimensions, interactions, interactivities... It is in this dynamic that we proposed the CEPAJe model which proposes to cross five dimensions: the context, the teacher, the educational scenario, the learner and the game. In order to illustrate the use of the CEPAJe model, this article proposes to review three con
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Keywords : Evaluation, Serious Game, Serious Play, Serious Gaming, Ludopedagogy, Model, CEPAJe
Workshop aimed at experimenting with the evaluation protocol to be deployed around the Volar research project. The latter is a Serious Game using tangible objects. The aim of this research project is to carry out a comparative study between an all-digital Serious Game and a hybrid Serious Game involving both digital and tangible objects.
Keywords : Serious game, IOT, Tangible objects, Ludopedagogy, Edutainment, Protocol, Evaluation, Experimentation
The aim of this interactive talk is first to present a number of examples illustrating the videogame culture that is spreading throughout our society. We will then put the concepts of gamification, edutainment, serious game and serious gaming into perspective. The idea is to raise awareness of the importance of anthropocentric approaches, as we explore these concepts. Finally, we will attempt to develop an evaluation model for edutainment activities.
Keywords : Rerogaming, Neo retrogaming, Innovation, Video game, Serious game, Health, Research, History
Panneau de gestion des cookiesPasser au contenu principalRecherchVous êtes ici:AccueilCoursEnseigner avec les Serious GamesEnseigner avec les Serious GamesRéf. 08007CatégorieEducation et formationCatégorieNumérique et technologieDurée : 7 semainesEffort : 14 heuresRythme: ~2 heures/semaineAucune session ouverteCe que vous allez apprendreÀ la fin de ce cours, vous saurez :Découvrir la notion de « Serious Game » et les diffé
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This first of January 2017 was an opportunity to test Playstation VR at Ludoscience.Here's a look back at our observations and experiences with various titles associated with this technology.First of all, we tested the “Playstation VR Worlds” compilation and in particular the title: “Ocean Descent”, which invites us to visit the ocean depths. Protected by a cage, you descend little by little into the depths, contemplating the aquatic landscapes. Right from the start, you'
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Keywords : Virtual Reality, Body, Video game, Serious game, Evaluation, Learning, Emotions, VR Helmet
Abstract:Business processes play a major role in the Information System (IS) domain. Business Process Management (BPM) approaches offer languages, methods and tools for modeling, execution and optimizing business processes. However, these approaches are often difficult to understand by the learners. In particular, the modeling phase often remains abstract, not consensual and complex to implement in real settings. In order ato better motivate BPM learners, several BPM's Serious Games (SG) has bee
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Keywords : Games, Companies, Training, Information systems, Business process management, Graphics, serious games (computing), business data processing
(Broacasting our studies)
On September 8, 2016, as part of the SAMSEI (Stratégies d'Apprentissages des Métiers de Santé en Environnement Immersif) Lyon Summer School organized within the University of Lyon, a workshop named “Point sur le jeu sérieux” (Druette, 2016) was offered. During this workshop, which welcomed around fifty participants, mainly healthcare practitioners, we introduced the CEPAJe model for the first time. Developed during 2015, this model aims to explain, in part
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Keywords : Serious Game, Evaluation, Health, Therapeutic scenario, Evaluative model, Therapeutic journey, Awareness
Abstract Serious games (SGs) are a very widespread training and evaluation device, employed in different sectors of school and adult education. In this study we aim to design and develop a SG for training and evaluating personals working in aseptic environment. We will present in this research the theoretical basis needed for that design process. We will define a holistic and united model (PEGADE), which describes the collaborative and optimal process to conceive SGs and which is constructe
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Keywords : Serious game, Serious game Design, Simulation, Gamification, Instructional Design, Virtual Reality