(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
Conference designed to explain how Serious Games and video games can convey oriented messages in a conscious or non-conscious way.After having participants play a few Serious Games, the idea is to take a theoretical and critical look at the messages conveyed by the titles on offer. The notion of a Serious Game is then explained, followed by the messages conveyed by video games dedicated to the entertainment sector. This approach provides an opportunity to reflect on the issues associated with th
[...]
Keywords : Message, Culture, Video game, Serious game, Market, Community, Editors
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.
[...]
Keywords : Datagame, Serious Game, Gamification, Data base, Crowdsourcing, Profiling, Marks, Digital Labor
These days, we're seeing an increase in references to the culture of games and video games. It's in this context that we find the phenomenon of gamification. But is it aimed exclusively at gaming enthusiasts, or is it open to all? To find out, let's play! The rules are simple: take a look at Camille's day below. Each time you come across the symbols * @ & #, ask yourself if the sentence matches you. If so, count the symbol in question. Early in the morning, the clock radio plays 8-bit mu
[...]
Keywords : Serious game, Game, Gamification
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 are fully cons
[...]
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
[...]
Keywords : Emotional Labor, Knowledge transfer, Recruitment schemes, Serious Escape Game, Vocational training, Work situations
Abstract. In the idea of evaluating a Ludopedagogy sequence, it is necessary to have a systematic evaluative model taking into account different parameters: context, learner, useful dimensions, interactions, interactivities... It is in this dynamic that we proposed the CEPAJe model which proposes to cross five dimensions: the context, the teacher, the educational scenario, the learner and the game. In order to illustrate the use of the CEPAJe model, this article proposes to review three con
[...]
Keywords : Evaluation, Serious Game, Serious Play, Serious Gaming, Ludopedagogy, Model, CEPAJe
Ludo Pedagogy – Why use it?Ludo Pedagogy is a pedagogical method that uses games or serious games. The simple fact of using games or serious games into a pedagogy, inscribes us in edutainment. Let us specify, however, that there are several ways of using games in a pedagogical framework. Thus for Yvan Hochet, we can teach "with", "by", "about" and "around" the game (Hochet, 2013). In a modern edutainment approach, the challenge is to teach "with
[...]
Keywords : Serious Game, Ludopedagogy, Education, Gamification, Edutainment
Cette vidéo explore l'effet-V de Bertolt Brecht appliqué au jeu vidéo. Cette approche est évoquée en page 86 dans l'ouvrage "Apprendre avec les Serious Games ?" de Julian Alvarez, Damien Djaouti et Olivier Rampnoux paru en 2016 : https://hal.science/hal-02533902v1Pour illustrer le concept d'effet V appliqué au jeu vidéo, cet épisode aborde l'approche du Game Designer japonais Hideo Kojima via son jeu Metal Gear Solid paru en
[...]
Keywords : V-Effect, Distancing, Video game
Abstract. This research studies the relationship that is established between a physical place (a museum and its works, in this case the Palais des Beaux-Arts in Lille - France) and its visitors, when the wandering is accompanied and guided by a tablet device. The dedicated application it supports, Muséo+, has been designed following a design for all approach and has been tested with 130 autistic, intellectually impaired, deaf, precocious and without handicap children. The study focu
[...]
Keywords : Virtual reality, Augmented reality, Serious game, Museum, Game, Interaction