Lately, many teachers have shown interest in using escape games with their students. However, few studies have been conducted to assess their learning efficiency compared to other teaching methods. To address this issue, we conducted an experiment to evaluate the learning efficiency of an escape game designed to transmit geology knowledge to high school students. The experimental group (71 students) has been exposed to new information through an escape game. The control group (71 students
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Keywords : escape game
The Blue Bot project involved 230 five-year-old pupils of kindergarten in the Nord-Pas de Calais Region (France). The goal was to introduce them to coding, decoding and programming design. A ludopedagogy session was proposed with three main modalities: Body, Robot and Tablet. The statistical results confirmed the reliability of the scientific experiment and highlighted that the two modality combining Robot and Tablet recorded the highest performance scores in a pre- and posttest type evaluation
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Keywords : Robot, Pedagogy, Tablet PC, Comparative Study, kindergarten, programming design, Coding, Decoding
(Broacasting our studies)
(Broacasting our studies)
ABSTRACT. This paper proposes to question one of the criteria proposed by Roger Caillois to define both play and game. This criterion is the 4th in relation to unproductivity. Based on the datagame, a game category belonging to the Serious Game, we propose a hypothetic- deductive approach to analyze this fourth criterion. At the same time, this process let us to explore the concept of datagame and the identification of benefits for the players.
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Keywords : Datagame, Serious Game, Gamification, Data base, Crowdsourcing, Profiling, Marks, Digital Labor
(Broacasting our studies)
Edgar Dale’s pyramid is often associated with percentages by training organizations to promote active pedagogies. However, this model has a marketing origin and no scientific basis. It is therefore appropriate to turn to other models such as those of Agyris, Schön and Kolb (1984), which emphasize the importance of learning by doing. At the same time, by studying these different models, we can identify the extent to which the use of games and, by extension, serious games ar
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Keywords : Learning models, Serious Game, Evaluation
SummaryBased on research on a serious game used for training purposes, this chapter aims to analyze knowledge transfer related to emotional labor between gaming and work situations. After defining emotional labor, it discusses issues related to the use of a serious game as mediation; whether or not it is accepted; and whether it contributes to the possibility of better regulating emotions. The results suggest that knowledge transfer, in and around work situations, is related more to the acceptan
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Keywords : Emotional Labor, Knowledge transfer, Recruitment schemes, Serious Escape Game, Vocational training, Work situations
To get the new year off to a good start, Dr. LUDUS invites you to discover the concept of "video game mapping". Credits : Graphic and sound design: Quentin Alvarez Assembly: Quentin Alvarez Scenario : Julian Alvarez Production: Ludoscience - 2022 They're talking about Dr. Ludus! * AFJV : https://www.afjv.com/news/10332_dr-lu... * CNC : https://www.cnc.fr/jeu-video/actualit... * INSPE de Lille : http://www.inspe-lille-hdf.fr/spip.ph... * LES PETITS CAHIERS LUD
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Keywords : video game mapping, Mapping, Game, Video game