JIES Paris 2012 days approach the topic of the game in sciences education. Intended for the professionals of education, these days are centered towards the reflexion on the relationship between sciences, technology, trainings and games. Ludoscience, represented by Julian Alvarez, was invited to take part to the event May the 3rd. Thank you Traces for its invitation. We will return with pleasure to exchange again with the actors who question themselves on the introduction of the
[...]
Keywords : Education, Learning, Game
Learners' needs and demands about long-life professional training have changed, thus requiring efficient and motivating training solutions. In the present-day socio-technological context, the use of game for training appears as an interesting answer. This PhD work (conducted in partnership with the company SYMETRIX) deals with the support of pedagogical designers. First, we have conducted an exploratory and structuring study about topics related to the use of game for training. Then, we have foc
[...]
Keywords : Role playing game, Motivation, Professional training, Learning scenario, Serious game, Pedagogical design
Today meaning of games is much more serious than just considering them as an entertainment and free-time activity. Games have begun to be used in many different areas such as education, healthcare, military, corporate management and public policy for different purposes. Several benefits of serious games have been reported in the literature. Studies also show that with a combination of entertainment and education (edutainment) several benefits could be achieved in the rehabilitation process of th
[...]
Keywords : Serious game, Health, Health game
On May 23rd in Valenciennes, we are organizing a scientific symposium called“Evaluate and Measure the Impact of Serious Games” during the international “evirtuoses” event. This meeting aims at asking questions on approaches,paradigms, experience feedbacks enabling the projection of theoreticalframeworks, methodologies leading to evaluate or measure the impact of SeriousGames, but also to report on collected and analyzed results. Serious Gamesgenerate indeed a
[...]
Keywords : Impact, Evaluation, Measure, Serious Game, Organized system, Ecosystem, Effectiveness
This study examines the various market segments of Serious Gaming based on detailed case studies and a systematic presentation of the corresponding technologies, practices and know-how, while emphasising on the key stages of the design, development and dissemination phases. It also provides technology and business prospects for each market segment.
Keywords : Serious Game, Market, Education, Evolution, Defence, Training, Health, Study
We propose the “Architecture for Representations, Games, Interactions, and Learning among Experts” (ARGILE) for participatory and knowledge -intensive serious games. Faced with the problem of training on professional practices in areas of advanced expertise, reference knowledge are neither stabilized nor unanimous, but rather dynamic and continuously evolving. Moreover, the practicioner does not make decisions based on pre-established recipes, but it is brought to trial and error, to
[...]
Keywords : Participation architecture, e-training, Serious games, Knowledge Engineering, Cooperation, Discussion forum
In this paper we present the concept of serious game, with our project SIMFOR a serious game for training in crisis management. We discuss the problems and needs of serious games and a diaporama of existing work. To enhance the learning aspect in serious games, we propose the integration of different modules of an intelligent tutoring system to the serious game. This integration is reflected in the design of an ontology representing the domain module of ITS in the field of risk management.
[...]
Keywords : Serious games, Intelligent tutoring system, Crisis management, Multi-agent system
Abstract:A critical incident at any institution may include bomb threats, assault, bio-hazardous spills, civil disobedience, electrical outage, fire or explosion, gas leak, natural disasters, infectious diseases, and terrorist threats. Although many employees know of this type of situation, most are not properly trained with respect to how to react when a critical incident occurs, nor do they understand lockdown procedures. Serious games refer to video games that are used for training, advertisi
[...]
This study examines the various market segments of Serious Gaming based on detailed case studies and a systematic presentation of the corresponding technologies, practices and know-how, while emphasising on the key stages of the design, development and dissemination phases. It also provides technology and business prospects for each market segment. Serious Gaming (SG) is at the crossroads of several disciplines: e-learning, computing, engineering, virtual world d
[...]
Keywords : Serious Game, Market, Evolution, Health, Defence, Education, Study, Training
This review article proposes a definition of the object “Serious Game” and an approach dedicated to classify its variousoccurrences. Summary of the review "Serious Games & Simulation for Risks Management" ISBN 978-2-9541430-0-2 (PDF): ALVAREZ, Julian ; DJAOUTI DamienAn introduction to Serious game - Definitions and concepts .................................................................... p 11SOLER, Luc ; MARESCAUX, JacquesVirtual Surgical
[...]
Keywords : Serious game, Definition, Classification, Taxonomy