===================Résumé de l'intervention =================== Présentation du modèle CEPAJe devant un public entreprises, consultants et chercheurs. Le modèle CEPAJe vise à évaluer une activité prenant le jeu comme médiation pour former, communiquer ou collecter des données.L'échange avec le public avait pour but d'éprouver le modèle et de recueillir des suggestions d'améliorations. 
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Keywords : Serious game, Evaluation, Model, Activity
Abstract Serious games and gamification are emerging in many areas of society. In addition to an effective way of entertainment, games can be adopted as a persuading tool to guide person to achieve specific goal, citing their ultimate attraction. In this paper, we are interested in the mechanism and application of gamification in the field of academic education. Games feature a potential to promote students to learn in a spontaneous and effective manner, since the challenge and fun in games
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Keywords : Academic education, Gamification, Digital circuit course, Serious games
Abstract This paper describes: a scenario, agent specification, mapping of knowledge domain, an implementation of Bloom's taxonomy-based serious game (BoTySeGa), and players' response against the game. The development of BoTySeGa is pursued to the availability of an alternative assessment tool for learning in elementary school. It considers aspects: game knowledge, subject matter of parallelogram for 5th grade elementary school learners, and cognitive domain of Bloom's taxonomy. BoTySeGa's
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Keywords : Bloom's Taxonomy, Serious Game, Learning Assessment
Abstract:This study presents a tool which supports the exploration of the landscape of ancient Amphipolis. Users can navigate into the landscape using an animated Pegasus cartoon and they are guided by an ancient philosopher cartoon. Once a student reaches a point of interest teaching material of various forms (i.e. text, images, video and external sources) appear. Following, the study of the material, students can take up a quiz to test their knowledge. The application has been evaluated with t
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Keywords : 5G mobile communication, Artificial intelligence, FAA, Three-dimensional displays, Conferences, Iron
This review examines the literature on Serious Games used as learning tools for people with intellectual disabilities. Although intellectual disabilities are a very broad field where each individual has very specific characteristics, it would be beneficial to have general evidence-based recommendations about how to design videogames adapted to their cognitive requirements. Thus, the purpose of this paper is to identify and review the available literature on Serious Games for intellectual disabil
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Keywords : Serious Game, Health games, Videogames, Intellectual disabilities
Serious games are growing more and more in the context of lifelong training and initial education.They cover several areas (human science, engineering science, life science, ...) that are used for industrial oracademic purposes. However, some fields induce specific issues. Thus, in the ind
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Keywords : Serious Games, Formatting, Virtual Reality, Interaction
Abstract: Serious games are part of the new emerging world of education environment that is based on sophisticated technology with elements of entertainment. They have been seen as good supplements for supporting the learning processes due to their capability to increase visualisations and challenge the student creativity. They have the potential to significantly improve training and education activities and initiatives. As a part of serious computer games, business simulation games support
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Keywords : Serious Games, Business Simulation Games, e-learning, Problem-Based Learning, Education
Serious Games are becoming increasingly popular. In all domains they are used to transfer content to players by mixing learning with pleasure in order to make teaching more easy and fun. However many of them are designed in an ad-hoc way without structure. Several research efforts have been conducted to tackle this deficiency and to improve the design of these games. Despite the vast literature, the domain is still in its infancy and scattered. Serious games offer great opportunities for le
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The existing common video game genres lack clarity as well as consistency and thus cannot serve as a solid reference to inform the research on digital educational games (DEG), which are increasingly used as learning tools. To address this basic issue of game classification, we have developed a web-based survey to collect data on how people play and perceive video games that they know well. The survey is grounded in our Game Elements-Attributes Model (GEAM). 321 valid responses were analysed usin
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Keywords : digital educational games (DEG), Genre, Videogames, Learning, Classification, Education, Serious Games, Edugames
Abstract: Games are increasingly being used in educational contexts. The view of some game educationists is that games are able to effectively fulfil the requirements of a constructivist learning pedagogy. It is suggested, for example, that games are useful at representing complexity and often possess mechanisms that make learning more effective through mimicking behaviours required for study. This includes such elements as a call to focus, increasing levels of difficulty of skill, repetiti
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Keywords : Game-based learning, Neuroscience, How to learn, Primary school