For almost ten years, serious games have been becoming more and more popular in large French companies, especially toward human resource managers who use them to recruit, integrate, train, support, develop, communicate and sensitize. However, few research papers are based on the academic literature in management science. The purpose of this paper is to build a typology of serious games based on their use in human resource management. To construct this typology, an inventory of all serious games
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Keywords : Serious game, Ressources humaines, Cartographie, Usages, Grandes entreprises
Inland transport is a crucial component for the gateway ports such as Rotterdam. There are different parties involved in the inland transport: forwarders, shipping line agents, shipping lines, sea terminals, inland carriers, etc. To operate effectively and efficiently cooperation and collaboration is required between all involved parties. The claim of this project is that the root of several problems occurring in the container flow can be explained by the low level of Shared Situational Awarenes
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This bible focuses on the Game Boy portable console from Nintendo, in its "classic" version (black and white games) . The first part of the book tells a detailed history of this console with a lot of pictures, and also presents the various Game Boy models: the original one, the "colored" versions, the Game Boy Light, and a lot of limited editions. The second and main part of the book is dedicated to a list of every "black and white" game cartridge ever rele
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Keywords : bible, history, encyclopedia, game boy, nintendo
Research on digital game-based learning indicates that this learning method can be - under certain conditions - more efficient than other traditional teaching methods, such as textbooks, or web-based learning. Without additional support learning from games may or may not occur, this is why instructional support should be used in educational settings. The present study focuses on testing with feedback as a type of instructional support with great promise. Testing is widely used in almost all clas
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Keywords : Digital game-based learning, Learning from games, Testing, Feedback
CALL FOR PAPERS for a Special Issue of the Journal of Computer Assisted Learning (JCAL) on Learning Analytics in Massively Multiuser Virtual Environments and CoursesThere has been much interest of late in ‘big data’ and the role it can play in decision making in diverse areas of business, science and entertainment. By employing a combination of modern artificial intelligence, machine learning and statistics techniques, extremely large and complex data sets can be &lsquo
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Keywords : call for papers, journal
To develop a complex learning game, it is necessary to use an iterative design methodology, since the design task is particularly challenging. Within an ongoing project that uses such a methodology, for each iteration and for each part of the game, four dimensions are analyzed: ludic, epistemic, ergonomic and contextual. Some questions regarding assessment in this context are raised, especially regarding the balance
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Keywords : Learning video game, Instructional game design, Evaluation, Iterative design
================================================================================= International Scientific Symposium "Games for all purposes? Appropriation, Repurposing and Rejection" ================================================================================= On 4 and 5 June 2013 in Valenciennes, during the "e-virtuoses" scientific convention, dedicated to the use of games and play (digital or not) for utilitarian purposes, we will host a scientific
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Keywords : Serious Game, Serious Gaming, Gamification, Serious Play, Evaluation, Uses, Organisation, Transformation
As the title implies, this book tackles the history of videogames through a quite unique viewpoint: gamepads. This book analyses each and every gamepad released for a home console, from the Atari 2600 controllers to Xbox 360 ones. It is divided in five parts. The first one goes through the early beginnings of game controllers : it analyses the ones created for Spacewar! and Tennis for Two, among others. The second part is dedicated to the evolution of controllers handling, and details how the va
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Keywords : joypads, history, gamepads, game design
Despite the growing interest in interactive storytelling techniques, their actual applications to traditional gameplay design remain to be investigated. However, many game designers have expressed concerns about the incorporation of such generative techniques in traditional game titles, mainly because of the lack of control they will have over dynamically generated content. This paper proposes an authoring tool allowing game designers to formalize, visualize, modify, and validate game level solu
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Keywords : Cultural Heritage , Serious Game, Game Level Design, Gameplay
This chapter describes some of the work carried out in the MIRROR project, which focuses on reflective learning where adults' motivation to learn and reflect through games is being researched. It briefly introduces the project and the theoretical framework, and then describes the serious game that was created for research in detail. The last part of this chapter focuses on users' evaluations and describes some lessons learned about the importance of guidance and of a de-briefing session, thus hi
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Keywords : Serious game, Learning