Video games are becoming an increasingly important part of children’s daily leisure activities. Their use as an educational tool seems to be a good way to combat the decline in motivation and the loss of meaning in learning that has been observed among students. The constructionist approach proposed by Papert aims to explore the creation of video games by learners. Several studies have shown that it is associated with the development of computational thinking. However, a recent meta-analys
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Keywords : Serious Game, Game design, Constructionism, Computational Thinking, 21st century skills, Ludopedagogy, Edutainment
The aim of this presentation is to explain the social constructs and subjective perceptions associated with games. This necessarily leads to limitations in classifying games, whether at artifact or player level. In this way, we can understand why classification by Gameplay Brick (artifacts) or via the ESAR system (players) are unable to categorize games. To demonstrate this, an activity was proposed during the conference: ask participants to play games and come up with skills that could be assoc
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Keywords : Game, Play, Taxinomy, Evaluation, Classification, Subjectivity, Social construct, ESAR
In the context of serious games, this chapter asks whether it is possible, in a formal situation, to superimpose utilitarian and game objectives while preserving both parties. We hypothesize that the answer to this research question is affirmative. To verify this, we are studying it from two angles: that of the artifact (Serious Game) and that of the activity (edutainment session). In our attempt to test our hypothesis, using an edutainment session based on a video game, we have identified a rec
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Keywords : Edutainement, Serious games, Serious Gaming, Instrumentalization, Video games, Mediation, Learning, Ludopedagogy
In the context of serious games, this chapter asks whether it is possible, in a formal situation, to superimpose utilitarian and game objectives while preserving both parties. We hypothesize that the answer to this research question is affirmative. To verify this, we are studying it from two angles: that of the artifact (Serious Game) and that of the activity (edutainment session). In our attempt to test our hypothesis, using an edutainment session based on a video game, we have identified a rec
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Keywords : Edutainement, Serious games, Serious Gaming, Instrumentalization, Video games, Mediation, Learning, Ludopedagogy
Interview with Julian Alvarez, PhD in Information and Communication Sciences, specializing in Ludopedagogy, Serious Game & Gamification at Immersive Factory and the University of Lille. Communities and companies committed to the PNNS charter, and more broadly, structures that work in the field of prevention in health nutrition, implement health education actions with different audiences. By definition, a serious game is a mix between serious content and a fun scenario. It can be a learn
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Keywords : Serious game, Health, Health game, Gamification, Nutrition
Podcast: "Are you thinking of using video games in your university teaching? You may not realize that video games can be a useful learning tool. In this fourth episode, we welcome Julian Alvarez, a teacher-researcher in Information and Communication Sciences at the University of Lille, who answers the common misconception that “video games have no place in the classroom”. A pioneer in research into the link between games and learning, he shares with us examples of how video game
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Keywords : Ludopedagogy, Edutainment, Serious game, Education, Ethics
(Broacasting our studies)
This conference was held in St Quentin (France) and is part of a series of events intended to question editorial productions addressing the issue of gender. The intervention took the form of a guided tour of the exhibition “Do video games escape the question of gender?” available here. TV report on the event
Keywords : Gender, Video game, History
Edutainment, or the art of integrating game mechanisms into learning, is proving an increasingly popular approach within companies. Motivating learners, engaging them and even improving memorization - the benefits of games are well established. However, behind its many advantages also lie challenges and ethical issues. Julian Alvarez, PhD in information and communication sciences - specializing in edutainment, serious games and gamification - addresses these issues in his latest book, “Ser
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Keywords : Softskills, Serious games, Ludopedagogy, Edutainment
The aim of this chapter is to present a range of terms and concepts: “Ludopedagogy”, “Serious Game”, “Gamification”, “Ludification”, “Ludicisation”, “Serious Toy”, “Serious Gaming”, “Degamification” and “Toyification”. They are all related to “ludopedagogy”. To contextualize what we're saying, we'll use an artifact - a sponge - as a support. The aim of this approach is to show
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Keywords : Ludopedagogy, Serious game, Gamification, Serious Gaming, ,Gamification
The talk “Instrumentalizing video games: precautions to take and pitfalls to avoid” addressed the effects and counter-effects of using video games for utilitarian purposes, particularly in the workplace and in education. For example, playing with gamers can bring a pedagogical dimension, but poorly orchestrated use can lead to frustration and a potential rejection of the intended learning by participants. This talk is based on the book “Serious Game, "un carcan ludique&quo
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Keywords : Instrumentalization, Video games, Ethics, Ludopedagogy, Effects, Counter-effects, Serious gaming, Serious game