In this paper, we propose an environment to support collaborative modding, as a new way to learn a subject. Modding can be defined as the activity to modify an existing game with dedicated tools. In a constructivist approach, we base our work on the assumption that modding a learning game can help learners to acquire the concepts of the subject concerned. We also think that modding in collaborative settings can help learners both to learn the subject and to learn to collaborate. We first propose
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Keywords : Modding, Game development kits, Learning game 2.0, Collaborative learning
Serious games, definition and challenges1) What is a serious game? What is gamification?2) How does it relate to learning? What are the objectives? What are the specific features of serious games (alternative learning to traditional learning/accessibility, open to all/voluntary work)?3) Types and uses of serious games (general framework)4) The uses of serious games in libraries- for users: acquire documentary research skills; know how to analyze and master information - for staff : The s
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Keywords : Serious game, Library, Definition, Serious Gaming, Serious Modding, Serious Diverting
(Broacasting our studies)
On September 8, 2016, as part of the SAMSEI (Stratégies d'Apprentissages des Métiers de Santé en Environnement Immersif) Lyon Summer School organized within the University of Lyon, a workshop named “Point sur le jeu sérieux” (Druette, 2016) was offered. During this workshop, which welcomed around fifty participants, mainly healthcare practitioners, we introduced the CEPAJe model for the first time. Developed during 2015, this model aims to explain, in part
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Keywords : Serious Game, Evaluation, Health, Therapeutic scenario, Evaluative model, Therapeutic journey, Awareness
This paper, of a hypothetico-deductive nature, proposes first to provide a state of the art of games hijacked for educational and health purposes, then to define the concepts of Serious Diverting and Serious Modding to introduce a typology of games hijacked for utilitarian purposes. Once we've covered these elements, we'll examine the appropriation of these diverted games by players in the world of education and health. The idea is to identify common and specific elements for each ecosystem invo
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Keywords : Serious game, Video game, Serious gaming, Health, Education, Appropriation, Health game, Edugame
In this article, we describe a pedagogical experiment aimed at understanding the motivation drivers for the involvement of game design students in the development of serious game projects. This experiment was developed as a case study for the assessment of specific measures and hypotheses towards involving students in the design of a themed serious game (non-violence). Website of ECGBL 2016 ECGBL Program Read Paper
Keywords : Serious game, Serious Gaming, Serious Diverting, Serious Modding, Learning, Game design, Non-Violence, Video game
Abstract Being exposed to serious games showed that some simulations widely vary in quality and learning outcome. In order to get to the bottom of best practices a detailed review of business management simulation literature was conducted. Additionally, an industry analysis was performed, by interviewing 17 simulation companies, testing a range of full and demo games, and conducting secondary research. The findings from both research efforts were then collated and crossreferenced against ea
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Keywords : Business Management Simulation Game, Technology Enhanced Learning, Serious Gaming, Best Practice
For the Ludoscience team, it's very important to play if you want to practice Ludology.Having read a few articles mentioning the idea that Pokémon GO could promote the health of its users through the walking activity it elicits, we wanted to form our own opinion by playing the title. We took the game with us on vacation, in the countryside, in the mountains and in the city.This month-long test also gave us the opportunity to make a few observations in the field, which we'd like to share w
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Keywords : Serious Game, Video game, Smartphone, Serious Gaming, Pokemon Go, Gameplay, Research
AbstractIn 2010 the eruption of the Icelandic volcano Eyjafjallajökull paralyzed a large part of the European air traffic. Results were massive restrictions in the European and intercontinental air traffic. Even after canceling the aircraft grounding, airport operators, airlines, air traffic controllers, and ground handlers had to deal with the situation that the aircraft and crews were not in the places where they should have been for the correct execution of the flight plan. To
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Keywords : Air traffic management, Decision-making, Serious games
En 2002, l’armée US propose America’s Army, un Serious Game qui correspondrait aujourd’hui à un “Call of Duty" ou “Battlefield”. Sauf que… America’s Army est diffusé gratuitement sur Internet, et téléchargé sans surprise par plusieurs millions de joueurs dans le monde !
Keywords : Serious game, Serious Gaming, Serious Diverting, Serious Modding, Level design, Game design
This is the protocol for a review and there is no abstract. The objectives are as follows:To evaluate the effectiveness of Serious Gaming and Gamification interventions for delivering pre- and post-registration health professional education compared with traditional learning, other types of eLearning, or other Serious Gaming and Gamification interventions. We will primarily assess the impact of these interventions on students’ knowledge, skills, professional attitudes and satisfaction.HAL
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Keywords : Serious game, Health, Health game, Protocol, Gamification