Experience design implies an "experience to be lived" (Vial, 2015) where the subjects "interact with their natural and artificial environment". If we can easily imagine a "natural" or "artificial" environment, there is an in-between proposed by the game. Neither totally "natural" because it can rely on artifacts, nor totally "artificial" because some animals play and the game activity falls, depending o
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Keywords : Serious Game, Design Game, Game design, Gamification, Ungamification, Serious Game design, Serious Play design
00:00:00 / 01:25:12 VidéoSonVoir aussi Se Summary: How can games - and video games in particular - become learning tools? Is a game that abandons frivolity to become a serious game - a contradiction for some - still a game? Does gamification really mean offering a playful experience? The meeti
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Keywords : Serious game, Edutainment, Ludopedagogy, Video game, Gamification
Learning technical gestures, developing behavioral skills, helping to better control one's emotions (savoir-être)... these are just some of the contributions of virtual reality that call into question the place of emotions and sensory experience in today's pedagogy. From a theoretical approach, Réseau Canopé, in partnership with Inserm, has extended the development of its Corpus resource into a virtual reality game, Corpus 360°. How to interact with the learner's motivati
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Keywords : Virtual Reality, Serious Game, Emotions, Sensory experience, Behavioral skills, Edutainment, Soft Skills, Ludopedagogy
Workshop aimed at demonstrating the Blue Bot experimentation protocol and having it evaluated by peers.This is a comparative study carried out with Grande Section de Maternelle children on their learning of computer coding via a serious game.
Keywords : Serious game, Educational robot, Comparative study, Modality, Kindergarten, Body, Tablet PC, Robot
PRESENTATIONAs part of the work of Groupe de travail n°7 "Immersion numérique et virtualité" ("Digital immersion and virtuality") of the Digital Projects Incubator Group of the Direction du numérique pour l'éducation, we offer you the second webinar in our cycle "Réalité virtuelle et serious game dans le cadre de l'enseignement et de l'apprentissage" ("Virtual reality and serious games in teaching and learning"
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Keywords : Serious Game, Game, Game based learning, Immersion, Virtual Reality, Video games
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
Smart Game Based Learning System (SGBLS) design is a complex area. It requires the intervention of multiple actors with specific skills and expertise. Unfortunately, novice game designers who do not have necessary competency inspired from both educational and video games systems cannot successfully create SGBLS. For that, they have to acquire specific skills and expertise in an efficient and active pedagogical manner. To solve this problem, there are several existing techniques, among them learn
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Keywords : Smart Game Based Learning System (SGBLS), Game design
With the advent of interactive media, learning by playing is taking a variety of forms. Serious game, this term may seem contradictory, in reality it reflexes a very current reality, it rests on the video culture playful learners. This type of games is appropriate for investing in classrooms, the idea is to make learning more interactive and motivating. They have been developed to enable learners to build their own knowledge, skills and knowhow to develop highlevel skills to deal with
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Keywords : Serious Games, Education, Game, Learning, Video game
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
Based on the FEPES project (First European Parliament Elections Simulator), this paper seeks to contribute to the growing field of research and experiments dealing with political sciences digital games. Awareness and democratic participation to the European union are significant and critical social issues. Digital narrative-based learning offers a means of raising citizens’awareness and in engaging them in participating to the democratic life of the European Union. An online survey was con
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Keywords : Serious Game, European Parliament, Political sciences digital games, Game