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 paper presents a comparative study of cognitive mediations at work in the scope of pedagogical device dedicated to introduce robotic/computer science to learners of last section of kindergarten (5-6 years old). The device used for the experiment is a robot named «Blue Bot» and presents three modalities in the scope of proposed serious games: the body, the robot and digital tablet. This study highlights on how mediator-in
[...]
Keywords : Serious Game, robot pedagogy, Cognitive mediation, Activity analysis, Last section of kindergarten
BLUE BOT PROJECT Serious digital games are attractive educational tools and resources which are undoubtedly relevant in appropriate contexts and situations (Alvarez et al., 2016). Faced with growing screen consumption by young children and its dangers on the development of several capacities, the exposure of kindergarten children is questionable (Tisseron, 2013). In order to benefit from the potential of serious digital games, without achieving overexposure to the screen, the use of toys su
[...]
Keywords : Serious Game, Robot
AbstractCreating serious games calls for a multidisciplinary design team, including game developers, subject-matter experts, pedagogical experts, and narrative designers. However, such multidisciplinary teams often experience communication and collaboration problems due to differences in terminology, background and the concerns of the people involved. As one step towards solving this problem, we developed a modeling language for authors of serious games to specify both the story and the pedagogi
[...]
Keywords : Serious games, Narrative, Pedagogy, Domain specific modeling language, Modeling, Controlled natural language, Graphical notation, Simulator
In this paper, we propose an environment to support collaborative modding, as a new way to learn a subject. Modding can be defined as the activity to modify an existing game with dedicated tools. In a constructivist approach, we base our work on the assumption that modding a learning game can help learners to acquire the concepts of the subject concerned. We also think that modding in collaborative settings can help learners both to learn the subject and to learn to collaborate. We first propose
[...]
Keywords : Modding, Game development kits, Learning game 2.0, Collaborative learning
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.
[...]
Keywords : Serious games, Play, Simulation-based learning, Game-based learning, Games for social change, Games for health, Playful learning
AbstractThis chapter aims to provide the reader with basic knowledge about the experiment as a general method that can be applied towards serious games research and evaluation. It explains the main terms and rules of the experimental design, as well as points out the main risks and difficulties to avoid. The chapter also explains the differences in possible conclusions between true experiments, quasi-experiments, and correlational studies. References (1): Djaouti, D., Alvarez, J., Jess
[...]
Keywords : Experiment, Experimental design, Variables, Validity, Biases, Samples, Quasi-experiment, Correlational study
Learning of programming and, more generally, of computer science concepts is now reaching the public at large. It is not only reserved for people who studied informatics (computer science) or programming anymore. Teaching programming to schoolchildren presents many challenges: the big diversity in ability and aptitude levels; the big amount of different tools; the time-consuming nature of programming; and of course the difficulty to motivate schoolchildren to keep them busy with hard work. There
[...]
Keywords : Game-based learning, Gamification, Learning programming, Online programming platform, Programming contest
AbstractVoluntariness is an important feature of games. Serious game designers intend to generate engaging gameplay, which implies that voluntary play should be equally important for serious games as for entertainment games. This paper describes the outcome of a study on the impact of voluntariness on learning in a serious game. The results of 19 participants, randomly assigned to voluntary and mandatory gameplay, are analyzed to identify possible differences. The findings of this study suggest
[...]
Keywords : Serious games, Effectiveness, Learning effect, Freedom of choice
AbstractWhile a lot of papers have argued for the educational potential of serious games, the field is still young and methods and tools are needed in order to support effective and efficient design. The SG Studies Database is an instrument devised to allow sharing structured information about SGs. This information can be used by scholars and practitioners also to perform comparative analysis and identify components and modules that could be used in different games. The SG Studies database, whic
[...]
Keywords : Personal Computing, Computers and Education, User Interfaces and Human Computer Interaction, Image Processing and Computer Vision, Artificial Intelligence (incl. Robotics), Software Engineering