AbstractThis work lies in the educational opportunities of a learning tool: the serious game. The serious game was investigated using an American example: Virtual University.We first highlight the main features of this media, namely that it can be used as: a teaching tool, a means of entertainment, and as a technology of information and communication. It aims for multiple learning objectives, it finds application in many areas and it targets all age groups. Then, we show that learning through th
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Keywords : Serious Game, Constructivist psychocognitive theories, Intrinsic motivation, Socio-cognitive conflicts, Situated learning
AbstractFor lack of a real definition, comparable to the one of which sports were the object, the conventional said games remain an object to the apparently consensual limits, but in reality, particularly vague. This uncertainty is due to a lack of serious questioning of presuppositions found in Huizinga’s and Caillois’s founding definitions. It does not allow an appropriation of games by the social sciences, with the goal of studying the countless terms of their usage. As a remedy,
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Keywords : Game, Definition, Sport, Appropriation
This tiny 100 pages book attempts to tackle a broad question: "Why do people like video games?" The author starts with a quick definition of video games and game genres. He then details the different kind of pleasures video games have to offer: freedom, multiplayer cooperation, immersion, artistic feeling, exploration, and relationship with a virtual pet. While the book is pleasant to read and filled with many relevant examples, the small number of pages prevent the author to fully dev
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Keywords : video game, pleasure, freedom, social interaction, immersion
(Broacasting our studies)
Il y a seulement deux ans, ils n'étaient qu'une poignée en France à s'y intéresser. Aujourd'hui, le serious game, le jeu vidéo "sérieux", semble devenir un outil incontournable de communication et de formation. 20 millions d'euros ont été débloqués par le gouvernement pour aider 48 projets. To read the post
Keywords : Serious Games, Serious Play, Video game
Distance learning technology used at the beginning of 2000s has not gained a wide approval. Recently, the numerous new options rendered possible by NTIC development have not yet been analyzed or interpreted properly and a through indepth study of e-learning is lacking. We distinguish three on-line methods of e-learning. Rapid learning consists on static information publishing which, in best cases, can have knowledge tests or spoken information. To improve this, a training by “scenarios&rdq
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In this book , James Paul Gee, a researcher in learning sciences, explores the potential of (all) video games for learning. Through an analysis of entertainment video games, he deduces a set of 36 "learning principles" used by video games to teach content or skills to players. This book then details these 36 "learning principles", such as the "multiple routes principle" or the "incremental principle", in order to give ideas to teachers on how to improve th
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Keywords : video game, learning principle, serious gaming
Summary: This thesis is situated on the border of the Computer Science and the Social Sciences. It concerns the conception of Serious Games and their use within the context of targeted learning. By a Serious Game we mean a computer application, whose initial intention is to combine coherently the serious aspects (Serious) in a neither exhaustive nor exclusive manner, with instruction, learning, communication or further on information, assorted with the playing aspect of Video Games (Game).
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Keywords : serious game, gameplay, teaching