In this book, Catherine Kellner, a researcher in communication sciences, analyses and criticizes the so-called "edutainment" products. Through real-world examples, she highlights the common flaws of these products (storytelling elements used instead of play attributes, games using texts for kids who don't know how to read yet, boring games sequences, etc.). She also offers many ways to improves them (using the discovery space embedded in every game, learning by trial-and-error, etc.).
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Keywords : edutainment, research, analysis, critic
This book is a reprint of one of the most iconic texts on the use of video games for education. First published in 2000, it aims to demonstrate stakeholders, teachers and other education professionals how video games can enhance learning. The book thus presents a lot of interesting examples coming from school education, adult education and defense. While the book tone is more evangelist than scientific, especially when read today, it remains a very rich and thought-provoking introduction to the
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Keywords : game based learning, digital games, learning, examples
Title: Discussion about Virtual StoryTelling (Behavioural Simulation) and Serious Games (Female Gaming) Date: 2nd February 2007Room: EMG.44Time: 14.25pmSpeaker: Prof. Jean-Pierre Jessel Abstract: Professor Jessel will discuss Virtual storytelling from the perspectives of behavioural simulations, VR and scenario development. Olivier Rampnoux and Julian Alvarez will the discuss the issues and challenges on how to take into account the female public within serious games?&
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Keywords : Serious game, Teaching, Gender, Female public, Design, Serious game design, Video game, Game Design
This paper presents the project of extension of the on-line learning system Sphinx to multimedia capabilities. Sphinx is actually used by the students of the University Laval at Quebec in an artificial intelligence course. This system enables the student to revise during their course and before the exams. The originality of the method rises in collaborative way of working, each student adding comments on the others. This interactivity has reach its boundaries and a new way is arising in order to
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Keywords : pédagogie, Video Game, Avatar, Virtual Companion, Serious Game
This learning project intents to raise students awareness on videogame academic research through Project Based Learning (P.B.L.). The students are involved in our different research project through the design of serious game, talks about history or culture related research or even through the creation of original gameplay principles... The students are also invited to share their own points of view through collective debates and group projects relying on their personnal thoughts
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Keywords : game design, education
An essay written by Gilles Brougère, a researcher specialized about games, dealing with the relations between playing and learning. This book addresses play as a general activity, ranging from kids play in preschools to video games. The author stars with the definition of "game" and "play", before diving into the relationships between play and leisure, education and leisure, and, last but not least, play and education. Through the idea of "informal learning",
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Keywords : essay, learning science, learning, game, play, education, leisure, school
This book is one of the most iconic texts on the use of video games for education. It aims to demonstrate stakeholders, teachers and other education professionals how video games can enhance learning. The book thus presents a lot of interesting examples coming from school education, adult education and defense. While the book tone is more evangelist than scientific, especially when read today, it remains a very rich and thought-provoking introduction to the "digital game-based learni
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Keywords : game based learning, digital games, learning, examples
This book describes a pioneering scientific experiment conducted by Yasmin Kafai in the Serious Games field. In 1994, for 6 months during 1 hour per day, she asked 4th grade students to design video games explaining the mathematical concept of "fraction" to 3rd graders. To create these games, the kids used the LOGO language they learned during the workshop. Through this experiment, the researcher observed that designing video games about "fractions" helped kids to master this
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Keywords : serious game, constructionnisme, logo, scientific research
A new edition of the book that founded the "Serious Games" current. Clark Abt, an American researcher who studied computer simulation games for military training during the Cold War, highlights the potential of games for "serious" applications, such as education. Alongside with definition and studies, this book features a lot of games examples used for learning purposes (both inside or outside schools) on various supports: board games, card games, outside games, computer
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Keywords : serious game, clark abt, definition, example, history
The book that founded the "Serious Games" current. Clark Abt, an American researcher who studied computer simulation games for military training during the Cold War, highlights the potential of games for "serious" applications, such as education. Alongside with definition and studies, this book features a lot of games examples used for learning purposes (both inside or outside schools) on various supports: board games, card games, outside games, computer games, etc. A book th
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Keywords : serious game, clark abt, definition, example, history