In this article, we try to show the links between play and ethics, based on the design of a serious game aimed at training students to the social professions, health and education. This is to meet the innovations of this educational tool in teaching professional ethics and new opportunities it offers, provided, enroll in a pragmatism perspective. First, the article refers to the distinction between ethics and professional conduct to emphasize, building on Dewey, that it is in situated actions th
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Keywords : Professional Ethics, Serious Game, Pragmatism, Dewey
(Broacasting our studies)
The digital version of the Serious Game (SG) represents an attractive and undoubtedly relevant teaching tool and resource in the right contexts and situations. Nevertheless, the idea of exposing undergraduates to screens in order to benefit from digital SGs is questionable. Serge Tisseron warns us about children's screen consumption. In the school environment, screen exposure is undoubtedly added to that of domestic consumption. If the latter is already excessive, the school could find itself in
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Keywords : Serious game, Learning, Logo, Robotics, Experimentation, Kindergarten, Algorithms
Abstract:There has been a constant increase in the number of serious games. In recent years, they have become extremely important within the scientific community and their repercussions on industry have been reflected in exponential growth in terms of their economic impact. The term serious game covers an extremely wide range of video games all with very different purposes and with many different areas of application. One of the most prolific areas is the field of education and many research pap
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Keywords : Games, Unified modeling language, Proposals, Education, Avatars, Software, Adaptation models
Abstract:There has been a constant increase in the number of serious games. In recent years, they have become extremely important within the scientific community and their repercussions on industry have been reflected in exponential growth in terms of their economic impact. The term serious game covers an extremely wide range of video games all with very different purposes and with many different areas of application. One of the most prolific areas is the field of education and many research pap
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Keywords : Games, Unified modeling language, Proposals, Education, Avatars, Software, Adaptation models
ABSTRACT Serious game provides an instructional tool to make the learning process more enjoyable, easier to memorize and effective. It combines pedagogy goals and game play to increase the participant interest and engagement compared to traditional methods. In this paper, we compare several methodologies of game design relative to our classification proposal; it can assist the analysis and evaluation of serious game design, we illustrate how this classification helps several actors of desi
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Keywords : Comparative Study, Serious Game, Learning, Game Design
This paper, of a hypothetico-deductive nature, proposes first to provide a state of the art of games hijacked for educational and health purposes, then to define the concepts of Serious Diverting and Serious Modding to introduce a typology of games hijacked for utilitarian purposes. Once we've covered these elements, we'll examine the appropriation of these diverted games by players in the world of education and health. The idea is to identify common and specific elements for each ecosystem invo
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Keywords : Serious game, Video game, Serious gaming, Health, Education, Appropriation, Health game, Edugame
Vintage Game Shop is a “documentary game” about the history of video games.Everyday, people will come to your shop to sell you vintage games and consoles. Your goal is buying them as cheaply as possible, so you can earn some money when you’ll resell them to another client! Your profit will enable you to buy rarer and more expensive items, so you can complete your personal game collection.Will you earn enough money to buy all of the most iconic games in history? The gam
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Keywords : history, video game, retro gaming, serious game, collection
In this article, we describe a pedagogical experiment aimed at understanding the motivation drivers for the involvement of game design students in the development of serious game projects. This experiment was developed as a case study for the assessment of specific measures and hypotheses towards involving students in the design of a themed serious game (non-violence). Website of ECGBL 2016 ECGBL Program Read Paper
Keywords : Serious game, Serious Gaming, Serious Diverting, Serious Modding, Learning, Game design, Non-Violence, Video game
AbstractSerious Games are now an established field of study. In this field most would attribute the rise of Serious Games to Clark C Abt’s creation of the term in 1970, or indeed Ben Sawyer’s popularization of it in 2002. However, considering the rich history of purposing non-digital games, itself preceded by discussions of purposing play that are traceable to the work of Plato, it can be said that Serious Games is a contemporary manifestation of centuries old theories and practices.
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Keywords : Serious games, Play, Simulation-based learning, Game-based learning, Games for social change, Games for health, Playful learning
In a pedagogical context where play is chosen as a means of mediation, tools are needed to evaluate such an activity. This is particularly useful for identifying areas for improvement, as edutainment is complex to master. To our knowledge, one of the few evaluative models of this type is that of Sara de Freitas and Martin Oliver. Their 2006 grid crosses dimensions related to the device and human aspects. But it remains incomplete. The role of the teacher, for example, is missing. And yet, as &Ea
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Keywords : Ludopedagogy, Edutainment, Pedagogy, Assement, Serious Game, Video game, Grid, Model