Research on digital game-based learning indicates that this learning method can be - under certain conditions - more efficient than other traditional teaching methods, such as textbooks, or web-based learning. Without additional support learning from games may or may not occur, this is why instructional support should be used in educational settings. The present study focuses on testing with feedback as a type of instructional support with great promise. Testing is widely used in almost all clas
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Keywords : Digital game-based learning, Learning from games, Testing, Feedback
Keywords : videogames, lesson materials
This book presents over 200 characters coming from the many video games created by Japanese studio Capcom. Each character is introduced on one page with a short text, in addition to one or two pictures. While this encyclopedia is far from being exhaustive, we appreciate the fact that characters coming from lesser-known games (Asura's Wrath, Star Gladiator, Red Earth, Rival Schools...) and ancients titles (1942, Vulgus, Commando...) are present, alongside with the ones coming for the most popular
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Keywords : capcom, characters, street fighter, resident evil, megaman, art book
The biography of Markus "Notch" Persson, and his world famous creation: Minecraft (2011). This books details the birth of this legendary game, and it begins with the end of the story: the MineCon convention held up in 2011 to celebrate the official release of the 1.0 version of the game. At this date, the game was already played by 16 millions people in the world, making both Markus Persson and his company, Mojang, millionaires. The book then goes back to Notch's childhood, from his pa
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Keywords : minecraft, notch, markus persson, mojang, indie, biography
This book is part of a series titled "the world explained to grown-ups." Hence, with its 160 pages, it aims to explain, in a simple and accessible manner, the world of video games to people who don't know anything about it. Despite its reduced size, this books successfully manages to achieve his goal, as it talks about many topics: history of video games, their art and cultural aspect, their industry, their controversies (addiction & violence), alongside with more recent topics lik
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Keywords : video game, introduction, history, art, industry, addiction, violence, gamification
(Broacasting our studies)
This book details the captivating story of the scandalous game series "Grand Theft Auto". Over 300 pages, the author tells us about the most epic moments of this saga: humble beginnings as a small arcade game made in Scotland by DMA Design; hiring Max Clifford to use media scandal as a marketing campaign; the hijacking of the series leadership by the Houser brothers and their studio Rockstar during the creation of GTA III; the first legal actions against the game series and the rise of
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Keywords : grand theft auto, history, dma design, rockstar, jack thompson, david jones, sam houser, esrb
While this will be of little use if you can't read french, I just uploaded 5 new lessons materials on the website: An overall presentation of the history of videogames (from 1952 to 2013).A presentation of the various jobs related to videogames (from AAA game designers to indies or journalist).An updated version of our presentation of the Game Design theories.An updated version of our presentation about the structure of games (i.e. what is gameplay?).An introduction to Serious Games, to
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Keywords : lessons materials
A series of books dedicated to videogames considered as controversial due to their content: violence, sex, promotion of an ideology. This first book in the series is dedicated to two kinds of videogames: car-action games (Death Race, Carmageddon, Grand Theft Auto) and erotic games (the Atari 2600 games by Mystique, Rapelay, Singles, 7 sins, Playboy the Mansion...). Each title is discussed through a variable number of pages, from one or two pages to more than a dozen depending on how much the aut
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Keywords : violence, sex, polemic, politics, grand theft auto, rapelay, familles de france, shane fenton
This book analyses the game Grant Theft Auto IV in order to highlight the social critic (of the American dream) it embeds. Over a hundred pages, the author begins with a study of the means video games can use to broadcast meaning, before going deeper inside the missions and game system of this title to reveal its political message.
Keywords : politics, social critic, analysis, gta iv