ABSTRACTBackground: The emergence of new technologies in the obstetrical field should lead to the development of learning applications, specifically for obstetrical emergencies. Many childbirth simulations have been recently developed. However, to date none of them have been integrated into a serious game.Objective: Our objective was to design a new type of immersive serious game, using virtual glasses to facilitate the learning of pregnancy and childbirth pathologies. We have elaborat
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Keywords : Serious game, Obstetric emergencies, Gynecology
Abstract:Business processes play a major role in the Information System (IS) domain. Business Process Management (BPM) approaches offer languages, methods and tools for modeling, execution and optimizing business processes. However, these approaches are often difficult to understand by the learners. In particular, the modeling phase often remains abstract, not consensual and complex to implement in real settings. In order ato better motivate BPM learners, several BPM's Serious Games (SG) has bee
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Keywords : Games, Companies, Training, Information systems, Business process management, Graphics, serious games (computing), business data processing
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
AbstractA Game Based Learning System (GBLS) constitutes an interesting learning environment. However, many problems are facing the general adoption of learning approaches based on this system. For instance, complexity of GBLS design process and problems of integrating learning outcomes with fun aspects constitute the major challenges. Therefore, novice game designer have not only to acquire specific skills and expertise but also to acquire them in an efficient and active pedagogical manner. For
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Keywords : GBLS, Gameplay, Automatic knowledge extraction, Ontology learning
Summary Digital Serious Games (SGs) are gaining increasing importance as educational and training tools. However, there is still a long way to make them widely deployed. On the one hand, balancing fun and educational elements in a SG is not trivial and requires understanding how these games can be designed to support effective and efficient learning. On the other hand, actual development can be costly and time-consuming, involving large teams of people from different backgrounds, who often
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Keywords : Serious game, Learning
(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
Abstract Serious games (SGs) are a very widespread training and evaluation device, employed in different sectors of school and adult education. In this study we aim to design and develop a SG for training and evaluating personals working in aseptic environment. We will present in this research the theoretical basis needed for that design process. We will define a holistic and united model (PEGADE), which describes the collaborative and optimal process to conceive SGs and which is constructe
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Keywords : Serious game, Serious game Design, Simulation, Gamification, Instructional Design, Virtual Reality
Abstract : Nos travaux de recherche se situent principalement dans le domaine des Environnements Informatiques pour l’Apprentissage Humain (EIAH). Les apprenants ont aujourd’hui accès à des plateformes éducatives sociales de plus en plus perfectionnées et complexes, et à un ensemble de ressources variées. Dans ce contexte, nos travaux visent à proposer des modèles et environnements informatiques pour favorise
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Keywords : EIAH, Engagement utilisateur, Environnements réflexifs, Ludification adaptative, Analyse de traces
The challenges encountered in the process of teaching and learning programming have been discussed on the global stage, resulting in a number of hypotheses that seek to clarify what are the barriers faced and the reasons why beginners feel unhappy with their experiences introductory programming. Thus, a variety of initiatives involving the creation,
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Keywords : Gamification, Teaching, Programming, Learning
AbstractParallel, an innovative teaching and learning tool, was designed by a multidisciplinary team gathering together university and college professors, post-graduate students, teachers, as well as young adults and college students. The creation of Parallel, made possible fruitful collaboration between students, teachers and researchers. The collaborative experience was part of an effort to understand how a serious game on a mobile platform using augmented reality could be exploited in a forma
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Keywords : Activity theory, Longlife learning, Physics, Mobile learning, Augmented reality