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 main objective of this study is to assess the reliability of the Blue Bot experiment by statistical means. This experiment was carried out in 2017 in France and was based on the reported performances of 230 pupils in 28 Year-1 1 classes for coding, decoding and programming. 35 teachers were involved in the Blue Bot project. This study aims at replying the following issue: Out of the various available modalities (body, robot and tablet), what types of performances were identified when five-ye
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Keywords : Robot-based pedagogy, Coding / decoding, Modalities, Comparative study, Programming design, Evaluation research, Serious games, Year 1 pupils
The purpose of this article is to propose a model to help trainers assess the player profiles they are likely to encounter among their learners. The goal is to maximize the chances of making an edutainment session as effective as possible. This approach resulted in a first iteration of a model. This model was built and derived based on statistical analysis of 1,126 individuals who completed a questionnaire about their communication personality, age, gamer profile, and weekly play time. Using thi
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Keywords : Profiles, Players, Personnality, Learners, DiSC Model, Bartle's Typology
(Broacasting our studies)
In this new episode, Dr. Ludus explores the concept of the "video toy", as described by researcher Stéphane Natkin in 2003 in his book "Video Games and Media in the 21st Century". https://www.eyrolles.com/Informatique... How does the concept of "video toy" differ from that of "video game"? That's what Machine and Dr. Ludus explain in this new episode. Find out more about video toys: http://ja.games.free.fr/Introduction_... (pp.19-21). Cre
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Keywords : Toy, Video toy
The aim of this paper is to present a lexicometric study identifying, between 1980 and 2019, the number of occurrences of the following 4 keywords: “joueuse”, “joueuses”, “joueur” and “joueurs” that can be identified in the French-language videogame press. In concrete terms, the corpus explored represents a set of 1,075 documents, the main titles of which are shown in Table 1. Statistical processing was carried out to check the validity of the data
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Keywords : Female player, Male player, Female gamer, Male player, Gender stereotype, Video games press, Representation, Video game
Abstract— While the serious game concept has considerably evolved in the last two decades, it still needs to be clearly differentiated from other types of artifacts. Thus, there is a degree of confusion about the relationship between serious games and other related applications such as simulators or the re-purposing of entertainment games within educational practices for most outside the domain. This article proposes a formal approach toward classifying Games, Toys, Serious Games, Serious
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Keywords : Formal definition, Health, Health Game, Serious Game, Serious Modding, Serious Re-purposing, Serious Toy, Simulator
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
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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
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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
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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
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Keywords : Educational robotics, Cognitive mediation, Activity analysis, Last section of kindergarten, Teacher acts, Professional gestures and postures