We propose the “Architecture for Representations, Games, Interactions, and Learning among Experts” (ARGILE) for participatory and knowledge -intensive serious games. Faced with the problem of training on professional practices in areas of advanced expertise, reference knowledge are neither stabilized nor unanimous, but rather dynamic and continuously evolving. Moreover, the practicioner does not make decisions based on pre-established recipes, but it is brought to trial and error, to
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Keywords : Participation architecture, e-training, Serious games, Knowledge Engineering, Cooperation, Discussion forum
In this paper we present the concept of serious game, with our project SIMFOR a serious game for training in crisis management. We discuss the problems and needs of serious games and a diaporama of existing work. To enhance the learning aspect in serious games, we propose the integration of different modules of an intelligent tutoring system to the serious game. This integration is reflected in the design of an ontology representing the domain module of ITS in the field of risk management.
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Keywords : Serious games, Intelligent tutoring system, Crisis management, Multi-agent system
Abstract:A critical incident at any institution may include bomb threats, assault, bio-hazardous spills, civil disobedience, electrical outage, fire or explosion, gas leak, natural disasters, infectious diseases, and terrorist threats. Although many employees know of this type of situation, most are not properly trained with respect to how to react when a critical incident occurs, nor do they understand lockdown procedures. Serious games refer to video games that are used for training, advertisi
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This study examines the various market segments of Serious Gaming based on detailed case studies and a systematic presentation of the corresponding technologies, practices and know-how, while emphasising on the key stages of the design, development and dissemination phases. It also provides technology and business prospects for each market segment. Serious Gaming (SG) is at the crossroads of several disciplines: e-learning, computing, engineering, virtual world d
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Keywords : Serious Game, Market, Evolution, Health, Defence, Education, Study, Training
AbstractResearch in game-based learning environments aims to recognise and show emotion. This chapter describes the main approaches and challenges involved in achieving these goals. In addition, we propose an emotional student model that can reason about students’ emotions using observable behaviour and responses to questions. Our model uses Control-Value Theory (Pekrun et al., The control value theory of achievement emotions. An integrative approach to emotions in education. In: Schutz, P
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Keywords : Computer Science, Computers and Education
Abstract: The impact games are known to have on commitment is pushing more and more companies to use training programmes that incorporate games, including Learning Role-Play Games. This article presents the methodology (ScenLRPG) and formalism we have defined to support instructional designers in the design of such programmes. The ScenLRPG methodology is based on two main principles: the first one is to make designers integrate the use of game principles into their reflection; the second one is
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Keywords : Role-play game, Design support, Learning-scenario design, Formalism, Commitment
Abstract The global economic crisis that is felt is leading to the emergence of a need to increase business competitiveness, by improving the performance of its employees. In this sense, Lean Manufacturing is an area that deserves the attention of employers and their employees, since its main objectives are to increase productivity, reduce waste and optimize available resources. A Lean tool that deserves special attention is the 5S Method, which can improve productivity, by increasing the o
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Keywords : Serious Game, Learning, knowledge, Evaluation
(Broacasting our studies)
Abstract This article offers a theoretical discussion of the relationship between video games and education. Based on both a literature review of this field and a study of players of Massively Multiplayer Online Role-Playing Games, this article presents the difficulties in the field of education of thinking of games as a space of learning and proposes various theoretical elements to address this issue. References (1): Michaud, L., & Alvarez, J. (2008). Serious games : Adverga
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Keywords : Games, Education, Online games, Video games
Abstract This paper analyzes the potential of serious games for professional and pedagogical purposes and learning. To do this, the authors have questioned the efficiency of these games. They present an experiment conducted with 66 students trained in sales that compares a group of players with a group of non-players. The game’s impact on skills was studied from two angles: first from a theoretical point of view (based on the marks obtained in tests), and second from a practical point
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Keywords : Serious Games, ICT efficiency, Experiment