ABSTRACT This paper presents a comparative study of cognitive mediations at work in the scope of pedagogical device dedicated to introduce robotic/computer science to learners of last section of kindergarten (5-6 years old). The device used for the experiment is a robot named «Blue Bot» and presents three modalities in the scope of proposed serious games: the body, the robot and digital tablet. This study highlights on how mediator-in
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Keywords : Serious Game, robot pedagogy, Cognitive mediation, Activity analysis, Last section of kindergarten
P0627THE PERIODIC TABLE FOR VIDEO GAME ANALYZISCHEMISTRY AND EDUCATION2. Tools in chemistry educationJ. Alvarez 1.,*Recherche Dept. / Université Polytechnique Hauts-de-France - Devisu - Lille (France)*Corresponding author(s).Email: julian.alvarez@espe-lnf.fr (J.Alvarez)Abstract This communication aims to present a formal deconstruction of video games in the form of various elementary elements called "Gameplay Bricks". To understand these elements and stu
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Keywords : Atomic Approach, Gameplay, Taxinomy, Formalism, Periodic Table
(Broacasting our studies)
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
(Broacasting our studies)
This book revisits the Gameplay Bricks model, which was originally designed to deconstruct video games in a formal system. More than a decade after submitting it to the community, what concrete contribution does this model make? This question is the starting point for this book. After taking stock of the criticisms and appropriations from the scientific community, professionals, game designers, trainers, teachers, bloggers, youtubers and students. The idea is to discover the perspectives offered
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Keywords : Video game, Brick, Classification, Atom, Programming, Gameplay, Formal system
Abstract. In a socio-constructivist approach, our study analyzed a serious gaming activity in a four-day management training program. The executives were mostly men in the engineering field who held management roles for more than 2 years. We observed the executives’ 16 training sessions and interviewed 44 executives of big industrial groups, who had participated in the training, one month after the final session. A psychology of work perspective underpinned our theoretical and methodologic
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Keywords : Emotionality, Debriefing, Reflexivity, Team management, Serious gaming, Ludopedagogy
This chapter defines, explores and illustrates the terms "design", "design games", "game design", "codesign", "games", "serious games" and "gamification". It explores links between design and serious play. The chapter also identifies the different approaches people know about in order to design a serious game, illustrates it with examples and checks on a case-by-case basis whether the deep mises en abymes currently associated
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Keywords : Serious game, Design, Design game, Game Design, Codesign, Games, Gamification
Retrogaming can refer to both video games as devices (cartridges, devices, etc.) which are more than 10 years old, and the activity which consists of playing with them. Retrogaming thus brings together enthusiasts, nostalgic people, collectors, computer scientists, artists, journalists, YouTubers, teachers, researchers, etc. These different actors often meet in communities, associations, events dedicated to retrogaming to play, but also to exchange anecdotes, even historical facts around certain
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Keywords : Retrogaming, Innovation, Video game
Ludopedagogy (Broacasting our studies)
Ludopedagogy is the idea of using games, or serious games, as a teaching method. Contrary to what such a term might suggest etymologically (“pedo” refers to “child”), the term “ludopedagogy” comes from adult education. Banks and major groups use the term to designate teaching methods to designate teaching methods targeting their employees. We could, however, refer to such approaches as “ludo-andragogy”. But this neologism has no currency.Unive
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Keywords : Ludopedagogy, Edutainement, Serious game, Pedagogy