Depuis 2005, nous dispensons des cours sur la conception de jeux vidéo aux étudiants de plusieurs cursus universitaires et centres de formation (INSA et plusieurs départements de l’Université de Toulouse, France). L’objectif pédagogique visé est d’amener les apprenants à concevoir et réaliser de petits projets de jeux vidéo à message. Les thématiques étant orientées par exemple sur la sen
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Keywords : newsgames, critical thinking, project-based learning
ABSTRACT From the perspective of educators, games are viewed as a medium in which the younger generation both thrive and excel. Students navigate game environments with ease and regularly solve problems, engage in advanced collaborative efforts, and communicate complex concepts and strategies to one another during their private gaming sessions at home. Games invite the player to form an understanding of intricate systems and mechanics based on participation and experimentation rather than m
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Keywords : Education, Serious Game
Abstract:In light of calls that civic participation is declining, efforts are underway to replace outdated, unproductive forms of citizenship. With the majority of Americans now connected to the Internet, community leaders see the digital realm as the new frontier for promoting engagement. Increasingly, digital games are being designed for the express purpose of promoting community engagement and social action. My thesis examines this emerging practice of civic game design. Within this thesis, I
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(Broacasting our studies)
In a video game design teaching course, we chose to replace the creation of entertainment videogames by the creation of Newsgames (i.e. Serious Games about news topics). Thanks to this change, our course seems to be able to enhance the critical thinking skills of students while still teaching them how to design videogames. For example, several students designed different videogames about the same news topic. This project required them to exchange their own opinions and discuss about the news top
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Keywords : newsgame, design, project based learning
Serious games are becoming increasingly important in Education. Generally, the creation of a serious game must take into account both the gaming aspects and the educational aspects from the beginning of the design. An other approach is increasingly used: gamification. It allows to add fun aspects to an already existing application. In addition, players have different sensitivities regarding the use of some&nb
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Keywords : Gamification, Personalisation, Memorisation, Help
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
A book chapter (in french) about the relations between the "Free Software" philosophy and the history of videogames. The book is an "open-book" (as in "open source"), freely available on its official website.
Keywords : free software, open source, video games, history
This article describes a case study on MuseUs, a pervasive serious game for use in museums, running as a smartphone app. During the museum visit, players are invited to create their own exposition and are guided by the application in doing so. The aim is to provide a learning effect during a visit to a museum exhibition. Central to the MuseUs experience is that it does not necessitate a predefined path trough the museum and that it does not draw the attention away from the exposition itself. Als
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Keywords : Serious Game, Museum, Smartphone, Cultural heritage
This bible is dedicated to the Super Nintendo home console (also known as Super Famicom and SNES). The first part of the book tells the history of this console through a quite detailed chapter featuring a lot of pictures. The second and main part of the book is dedicated to a list of every game ever released for this console. Each one of the 2000 games is presented through a couple of screenshots alongside with a small description text. The book then details a selection of "coll
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Keywords : bible, history, encyclopedia, super nintendo, super famicom, snes