In a tense job market, where almost all sectors are struggling to recruit, and candidates are spoilt for choice, companies are looking for ways to stand out from the crowd... they are vying for originality, and some are no longer hesitating to invite games onto their premises: escape games for recruitment, serious games for career development... between those who praise the approach and those who speak of infantilization, the feedback seems mixed: so, integrating games into companies: a really g
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Keywords : Company, Human Resources, Serious game
The main objective of this study is to assess the reliability of the Blue Bot experiment by statistical means. This experiment was carried out in 2017 in France and was based on the reported performances of 230 pupils in 28 Year-1 1 classes for coding, decoding and programming. 35 teachers were involved in the Blue Bot project. This study aims at replying the following issue: Out of the various available modalities (body, robot and tablet), what types of performances were identified when five-ye
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Keywords : Robot-based pedagogy, Coding / decoding, Modalities, Comparative study, Programming design, Evaluation research, Serious games, Year 1 pupils
Learning, progressing and evolving while having fun in a dual interactive and participative mode: more commonly, edutainment consists in taking participants out of their context to make them aware of certain notions through play.Julian Alvarez, professor and researcher specializing in Serious Games and gamification, shares his expertise with C2podcast on the contribution of edutainment to adult learning.Learner engagement, trial-and-error learning, pedagogical differentiation and the stimulation
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Keywords : Podcast, Serious game, Training, Game, Ludopedagogy, Edutainment
The “Serious Games” days, organized in early April by ITM in Paris, brought together teachers-researchers and professionals to discuss the design and use of educational games.Estelle Prior presented a systematic review identifying seven major difficulties in the collaborative design of educational games, as well as levers for overcoming them. Elsa Paukovics explored the role of metaphors in educational games, illustrated by the game Geome, and proposed recommendations for enriching t
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Keywords : Museums, Ludicization, Co-design, Serious games
Ludopedagogy: Does video game escape the question of gender?The Research and Communication departments of INSPE Lille offer full access to the digital version of the exhibition entitled "Does video game escape the question of gender?".Read...
Keywords : Exhibition, Video game, Game, Gender, Marketing, Research
(Broacasting our studies)
In this new episode, Dr. Ludus explores the concept of the "video toy", as described by researcher Stéphane Natkin in 2003 in his book "Video Games and Media in the 21st Century". https://www.eyrolles.com/Informatique... How does the concept of "video toy" differ from that of "video game"? That's what Machine and Dr. Ludus explain in this new episode. Find out more about video toys: http://ja.games.free.fr/Introduction_... (pp.19-21). Cre
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Keywords : Toy, Video toy
Abstract— While the serious game concept has considerably evolved in the last two decades, it still needs to be clearly differentiated from other types of artifacts. Thus, there is a degree of confusion about the relationship between serious games and other related applications such as simulators or the re-purposing of entertainment games within educational practices for most outside the domain. This article proposes a formal approach toward classifying Games, Toys, Serious Games, Serious
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Keywords : Formal definition, Health, Health Game, Serious Game, Serious Modding, Serious Re-purposing, Serious Toy, Simulator
Round-table discussion on the place of games in schools and libraries. As part of this cross-fertilization between teachers, librarians, librarians and researchers, the idea was to examine the benefits and constraints of using and lending games in the school environment. Board games and video games were associated with these questions.
Keywords : Board game, Serious Game, Ludopedagogy, Edutainment, Documentation, Library, School, Documentation and information center
The present study aims to verify the emergence of the terms « game play » (in one word) and « gameplay » (in two words) within the framework of the Anglophone and Francophone video game cultural sphere. Starting from the writings of Wikipedia who sees the origin of these words associated with the mention « How the game plays ? » which would have appeared on the first coin-op arcade games, we are conducting an investigation of
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Keywords : gameplay, game play, video game, lexicometry, emergence, coin-op arcade Games, History of video game
Vol 6 - Issue 1 By proposing to study both the genesis and the actuality, but also the implementation and the reception of digital games in the educational worlds, this thematic file aims at enriching the reflection in two fields of research, that of the "educations to" and that of a digital (or informational) culture. See the special issue: https://www.openscience.fr/Numero-1-678
Keywords : Serious games, Video games, Ludopedagogy, Game based learning