Abstract Recent advancement of the technology on hand gesture tracking devices provided new opportunities for Human Computer Interaction (HCI). Although great progress has been made by leveraging devices like Leap Motion, most of the focus is on the entertainment domain. This research project focuses towards virtual rehabilitation using serious games, by improving the cognitive and motor skills of the children with special needs. Proposed hypothesis included the implementation of 3D mouse t
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Keywords : Serious game
Abstract After the turn of the century, video games have risen up to the level of the largest mainstream entertainment mediums, now even challenging the movie industry in size. Even though the area occupied by serious games in this market has only just recently really started growing, with serious games still being only a relatively small portion of the video games market, has the idea of using games as tools for education and training been the target of continuous interest for at least the
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Keywords : Video games, Serious games, Simulations, Simulate, Educational games, Edutainment, Health games, War games
Public Transport supports independence and encourages social, educational and vocational inclusion. It is a sure means to gain access to the city, services and activities. However, using fixed-route requires knowledge and know-how that all travelers, such as people with intellectual disabilities, do not master. While for most of us learning to travel is done through personal experience, for people with intellectual disabilities there is a need for travel training in order to build up travel expe
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Keywords : Intellectual Disabilities, Fixed-Route, Travel-Training, Public Transportation Requirement, Serious Game
As you may have noticed, these last months have been quiet for Ludoscience. Don't worry, the lab is still running, it's just that we have all been so busy with our current projects, that nobody had the time to actually update the website! As these projects near completion, in the upcoming weeks we will have new projects to share with you, including... a new book written by all the Ludoscience members! In the meantime, here is a selection of our activities during the last months: Our b
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Keywords : ludoscience, news, conferences
Abstract: In this article a summary is made of the use of standard electronic game’s methods in e-learning. It shows how game-elements and game-mechanics can be applied in e-learning environments. Different types of Serious games – Game-based learning, Gamification of learning, Organizational-dynamic games, Simulation Games and Edutainment have been discussed. The article introduces the game-based model for learning and 70:20:10 education framework. There are examples for e-Lear
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Keywords : E-learning, Serious games, Game-based learning, Gamification, Game-based learning model
Keywords : serious game, university, advantages, limits
Rencontre "A l'intersection du jeu et de l'apprentissage" le 25 mai 2016© Droits réservésLe 25 mai 2016, le Centre de Recherches Interdisciplinaires (CRI) et le Service d’accompagnement aux pédagogies innovantes (Sapiens) de USPC vous invitent à rencontrer et échanger avec Julian Alvarez, Antoine Taly et Alexandre Mignon sur le thème « A l'intersection du jeu et de l'apprentissage ». Programme de la rencontre12h30 &n
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Keywords : Serious game, Edugame, Game based learning, Education
====================Description de la table ronde==================== Table ronde associant des représentants de studios de développement, des consultants et chercheurs.De manière croisée, chaque participant a donné son approche pour répondre aux questions liées aux coûts, retours sur investissements et éléments de réussites associés à la gamification. ============================Description
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Keywords : Gamification, Business, Model
Les Serious Games ou Jeux Sérieux, sont un support pédagogique qui tente d’associer plaisir de jeu et plaisir d’apprendre. Encore relativement expérimentale, cette approche nécessite un réel investissement de la part des enseignants pour identifier des jeux à potentiel pédagogique, ainsi que pour les adapter à leur classe.Damien Djaouti a tout d’abord fait découvrir les avantages et les limites des Serious Games pou
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Keywords : serious game, montpellier, school
Abstract Simulations and serious games are often considered to be efficient for professionals training. Experiential learning makes simulation a good pedagogical tool for educating working professionals. But the success of game based delivery depends on various factors such as the right blend of simulation and traditional theoretical lessons, concept and content of the simulation, link between the simulation and professional activities etc. Paper proposes a simple model representing links o
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