This article investigated whether it is possible to establish correspondences between game mechanics and particular cognitive stimulations. There are many challenges to prevent and treat cognitive decline with aging or neurocognitive disease. Observing difficulties to establish such correspondences in the scientific literature, we proposed to move away from “classification by genre” or any other type of taxonomy that deviates from the framework of the “Rules/Formal schemas&rdqu
[...]
Keywords : video games, serious games, game mechanics, cognitive functions, executive functions
ISSN-L (papier) : 1622-1494 · ISSN (électronique) : 2111-434XArticle pp.213-248 du Vol.17 n°1-2 (2021) TitleEvolution and influences of the key-words “gameplay”, “ludic” and “fun” in the writings produced by English-speaking and French-speaking journalist’s communities related to video games between 1977 and 2019 AbstractThis paper aims to study whether the community of English-speaking journalist
[...]
The present study aims to verify the emergence of the terms « game play » (in one word) and « gameplay » (in two words) within the framework of the Anglophone and Francophone video game cultural sphere. Starting from the writings of Wikipedia who sees the origin of these words associated with the mention « How the game plays ? » which would have appeared on the first coin-op arcade games, we are conducting an investigation of
[...]
Keywords : gameplay, game play, video game, lexicometry, emergence, coin-op arcade Games, History of video game
Urban legend has it that the word "gameplay" comes from the notices found on the first arcade machines... What do you think? In this new episode, Dr. Ludus explores the origins of the word "gameplay". Find out more about the origin of "gameplay": https://journals.openedition.org/sdj/... Credits : Graphic and sound design: Quentin Alvarez Assembly: Quentin Alvarez Scenario : Julian Alvarez Production: Ludoscience - 2022 They're talkin
[...]
Keywords : Gameplay, Game play, Origin, Urban legend
ABSTRACT : This paper presents a comparative study of cognitive mediations between pedagogical devices dedicated to introduced robotic/ computer science to last section of kindergarten learners. The ludo-pedagogical session “Blue Bot” used for the experimentations was declined in three modalities: the body, the robot and digital tablets. This study highlights how mediator instruments influence acts of teaching through the identification of professional gestures, postures an
[...]
Keywords : Educational robotics, Cognitive mediation, Activity analysis, Last section of kindergarten, Teacher acts, Professional gestures and postures
ABSTRACT : This article presents an educational setting intended to introduce 5-6 year olds pupils to the loop concept. It articulates unplugged activities, problem solving and creative activities through an online platform. The analysis of observations and digital traces collected in an ecological setting shows that it is possible to introduce basic algorithmic concepts by relying solely on visual patterns identification, avoiding spatial tracking difficulties (robot movements). We al
[...]
Keywords : Computational Thinking, Programming Learning, Game-based Learning, Serious Play
English-speaking literature currently dominates game and play studies. French-speaking researchers must necessarily read and write in English to study them. In the first chapter of such an approach, it is often mentioned that "play" refers to activity and "game" to the artefact. But there are subtleties that quickly undermine such a dichotomy. In this article, we propose a correspondence table between 18 items to help French-speaking researchers better understand English
[...]
Keywords : game studies, game, play, activity, artefact, gameplay, translation
Interactive conference designed to question participants on how to build a edutainment session. The process ultimately leads to the co-construction of the Colectyng (CEPAJe) model.
Keywords : Serious game, Ludopedagogy, Evaluation, Design, Edutainment, CEPAJe, Colectyng
The aim of this conference is to present how to structure an edutainment sequence or session. The workshop is designed to be interactive, and participants are invited to take part in a treasure hunt with the following instructions:The objective is to reach the first padlock.You can work alone or in a team.The aim is to reach the first padlock, either alone or as part of a team.Look for clues to the “quête de connaissances" (quest for knowledge). Beware, however, that some o
[...]
Keywords : Treasure hunt, Edutainment, Serious game, Ludopedagogy
(Broacasting our studies)
On February 5, 2020 in Lille, as part of the “Didapro” Francophone computer didactics symposium, a workshop entitled “MOTIF..MOTIF..MOTIF.. is to repeat MOTIF... 3 times” was proposed. (https://www.didapro.org/8/programme/#atelier). The aim of the workshop was to introduce young Cycle 1 pupils (kindergarten and first grade) to computer thinking through two edutainment sessions involving teachers and researchers. The proposed activities were game-based, with the pedagogica
[...]
Keywords : Serious game, Edutainment, Ludopedagogy, Evaluation, Debriefing, Education, CEPAJe, Colectyng