Edutainment is the idea of using games for training. But is it possible to evaluate edutainment? Here's a proposed model, based in particular on the initial work of Freitas and Oliver (2006). The following table summarizes our proposed CEPAJe evaluation model: This model is a double-entry grid. Vertically, there are 5 dimensions: Context, Teacher, Pedagogy, Learner and Game (CEPAJe). Each dimension is analyzed in relation to the key stages of training: introduction, progress and
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Keywords : Serious game, Edutainment, Ludopedagogy, Evaluation, Education, Learning, Analyze, Training
This paper falls within the scope of a global approach that ultimately aims to assess what types of support and in what proportions a trainer may have recourse to when they make use of play as a medium. To do this, it seems appropriate in our view to begin by establishing a first model to assess the initial teaching or training situation using play as a medium. To set up such a model, we choose to enrich an existing grid that was developed in 2006 by Sara de Freitas and Marti
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Keywords : Game based learning, Evaluation, Serious game, Model, Mediation
Serious games are growing more and more in the context of lifelong training and initial education.They cover several areas (human science, engineering science, life science, ...) that are used for industrial oracademic purposes. However, some fields induce specific issues. Thus, in the ind
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Keywords : Serious Games, Formatting, Virtual Reality, Interaction
Abstract: Serious games are part of the new emerging world of education environment that is based on sophisticated technology with elements of entertainment. They have been seen as good supplements for supporting the learning processes due to their capability to increase visualisations and challenge the student creativity. They have the potential to significantly improve training and education activities and initiatives. As a part of serious computer games, business simulation games support
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Keywords : Serious Games, Business Simulation Games, e-learning, Problem-Based Learning, Education
Serious Games are becoming increasingly popular. In all domains they are used to transfer content to players by mixing learning with pleasure in order to make teaching more easy and fun. However many of them are designed in an ad-hoc way without structure. Several research efforts have been conducted to tackle this deficiency and to improve the design of these games. Despite the vast literature, the domain is still in its infancy and scattered. Serious games offer great opportunities for le
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Abstract. This paper presents “A Day In The HOspital”, a Digital Serious Game aiming at providing a technological tool for both evaluating and training ethical skills of medical staff personnel. During the game, the player interprets the role of a physician who has to perform a decision-making process that involves his ethical and medical skills. Usability and sense of Presence have been assessed through a specific post-game Likert-questionnaire. In order to evaluate the potenti
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Keywords : Digital Serious Game, Biomedical Ethics, Virtual Reality, Virtual Environments, Decision Making, Medical Training, Ethical Evaluation, Collaborative Training
Serious games have become a motivational engine to get knowledge, skills and fun at the same time. First of all, the player has to feel that he is play-ing a game where the learning is only a consequence of the playing actions and it is essential to use reliable sources of information to design them in order to obtain the desired results. In this paper, we propose the design and development of a serious game as learning tool and generator of interest about Tourette syndrome in a web-based enviro
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Keywords : Attitudinal change, Computer-based training, Empathy, Entertainment, Game-based learning, Instructional technology
In this paper, we will present an educational game that we developedin order to teach a chemistry lesson, namely drawing a Lewis diagram. We alsoconducted an experiment to gather data about the cognitive and emotionalstates of the learners as well as their behaviour through out our gameby using three types of sensors (electroencephalography,eye tracking,&nbs
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Keywords : Educational game, Electroencephalogram, Eyetracking, Facial ex-pression recognition, Logistic regression model
Virtual Reality technology is increasingly used for game based learning application, i.e. Digital Serious Games. Simulating reality serious games improve technical skills in different fields and it is often used in medical area. In this research is described “A Day In The HOspital” (ADITHO), a serious game aiming at increase the process of decision making in young physicians through a training that reproduce a realistic clinical situation. In ADITHO the player, from a first person pe
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Keywords : Digital Serious Game, Medical Ethics, Medical Training, Virtual Reality, Problem Based Learning, Decision Making, Physician-Patient Relationship
Curriculum integration is one of the main factors in the teachers’ decision-making process when deciding to use games in formal educational contexts. Based on this observation, we aim to provide primary education teachers with a selection of (serious) games in each of the main areas of the primary education curriculum in Quebec. The taxonomy of the games selected includes Serious Games (SG), designed for educational purposes from the start, but also repurposed games, which, despite not hav
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Keywords : Serious Game, Education