(Broacasting our studies)
(Broacasting our studies)
Edutainment is the idea of using games, or even serious games, to mediate learning. It's about going beyond games as simple rewards or extrinsic motivational levers: “if you do your exercise well, you'll be able to play”. With edutainment, games are used as a tool or resource for learning. For example, it can be used to provide concrete representations of experiences, to test hypotheses, to stimulate pedagogical interaction between learners or with those proposing the activity...With
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Keywords : Game based learning, Edutainement, Serious game, Editorial, Games
English-speaking literature currently dominates game and play studies. French-speaking researchers must necessarily read and write in English to study them. In the first chapter of such an approach, it is often mentioned that "play" refers to activity and "game" to the artefact. But there are subtleties that quickly undermine such a dichotomy. In this article, we propose a correspondence table between 18 items to help French-speaking researchers better understand English
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Keywords : game studies, game, play, activity, artefact, gameplay, translation
(Broacasting our studies)
Lately, many teachers have shown interest in using escape games with their students. However, few studies have been conducted to assess their learning efficiency compared to other teaching methods. To address this issue, we conducted an experiment to evaluate the learning efficiency of an escape game designed to transmit geology knowledge to high school students. The experimental group (71 students) has been exposed to new information through an escape game. The control group (71 students
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Keywords : escape game
The Blue Bot project involved 230 five-year-old pupils of kindergarten in the Nord-Pas de Calais Region (France). The goal was to introduce them to coding, decoding and programming design. A ludopedagogy session was proposed with three main modalities: Body, Robot and Tablet. The statistical results confirmed the reliability of the scientific experiment and highlighted that the two modality combining Robot and Tablet recorded the highest performance scores in a pre- and posttest type evaluation
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Keywords : Robot, Pedagogy, Tablet PC, Comparative Study, kindergarten, programming design, Coding, Decoding
(Broacasting our studies)
(Broacasting our studies)
ABSTRACT. This paper proposes to question one of the criteria proposed by Roger Caillois to define both play and game. This criterion is the 4th in relation to unproductivity. Based on the datagame, a game category belonging to the Serious Game, we propose a hypothetic- deductive approach to analyze this fourth criterion. At the same time, this process let us to explore the concept of datagame and the identification of benefits for the players.
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Keywords : Datagame, Serious Game, Gamification, Data base, Crowdsourcing, Profiling, Marks, Digital Labor