La ludopédagogie c'est l'idée d'utiliser le jeu pour former. Mais, est-il possible d'évaluer sa ludopédagogie ? Voici une proposition de modèle, qui s’appuie notamment sur les travaux initiaux de Freitas et Oliver (2006). De manière synthétique, le tableau suivant résume le modèle évaluatif CEPAJe que nous proposons : Ce modèle est une grille à double ent
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Mots-clés : Serious Game, Ludo-éducatif, Ludopédagogie, Evaluation, Jeu Sérieux, Education, Formation, Analyse
Grounded on a perspective in which action is a defining trait in video games, this work proposes the development of an action-oriented framework focused on the analysis of the relationships between the player and the game system centred on the existence of actors, which we define as entities responsible for the actions that affect the game – a category in which the player and the game system are included. We describe the grounding principles of this framework as focused on a transformation
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Mots-clés : Action, chronologie, Jeux vidéo, transcodage, Design, Réflexion et action, Transversal, Réactivité
Mots-clés : serious game, histoire, analyse
Résumé : À travers l’analyse de données issus de questionnaires renseignés par les enseignants et élèves usagers, par des observations dans les classes et l’analyse de forums dédiés, notre contribution tentera de cerner les conditions et contraintes, en particulier didactiques, de l’usage d’une plateforme de jeux sérieux déployée dans la région française PACA dans une trentai
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Mots-clés : Jeux sérieux, Plateforme collaborative, Collège, Didactique des mathématiques
Résumé. Depuis plus de 40 ans, il est de notoriété publique qu'il est nécessaire de modifier les comportements de consommation énergétique dans les sociétés industrielles. Globalement, la prise de conscience par le grand public de la gravité des questions d'écologie est maintenant acquise. Et pourtant, le passage à l’acte est encore difficile et les gisements d'économies restent considérables.
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Abstract: Serious games are part of the new emerging world of education environment that is based on sophisticated technology with elements of entertainment. They have been seen as good supplements for supporting the learning processes due to their capability to increase visualisations and challenge the student creativity. They have the potential to significantly improve training and education activities and initiatives. As a part of serious computer games, business simulation games support
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Mots-clés : Serious Games, Business Simulation Games, e-learning, Problem-Based Learning, Education
The existing common video game genres lack clarity as well as consistency and thus cannot serve as a solid reference to inform the research on digital educational games (DEG), which are increasingly used as learning tools. To address this basic issue of game classification, we have developed a web-based survey to collect data on how people play and perceive video games that they know well. The survey is grounded in our Game Elements-Attributes Model (GEAM). 321 valid responses were analysed usin
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Mots-clés : digital educational games (DEG), Jeux numériques éducatifs, Jeux éducatifs, Genre, Jeux vidéo, Apprentissage, Classification, Education
Résumé : Les formations au management, que proposent les entreprises, les écoles ou les universités, ont de plus en plus facilement recours à des dispositifs pédagogiques numérisés (MOOCs, jeux d’entreprise, etc.). Cependant l’utilisation des outils informatiques ne va pas sans poser problème quand il s’agit de développer, outre des savoirs opérationnels, des compétences humaines et s
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Mots-clés : Encadrement, Management interculturel, Dispositif formation, Ingénierie pédagogique, Jeu pédagogique, Analyse activité, Méthode cas
ABSTRACTBackground: Serious games are motivating and provide a safe environment for students to learn from their mistakes without experiencing any negative consequences from their actions. However, little is known about students’ gaming preferences and the types of serious games they like to play for education.Objective: This study aims to determine the types of gaming aspects that students would like to play in a pharmacy-related serious game.Methods: A cross-sectional stud
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Mots-clés : gaming aspects, pharmacy-related serious game, pharmacy practice education, reward systems, game settings, storylines, viewing perspectives, gaming styles
Executive SummaryIn the case of bad hires companies are facing high costs. This is especially true for big and well-known companies, as they are receiving lots of applications every year for diverse positions. Hence, these companies have to establish a process in which they can select suitable applicants in an efficient way. In order to achieve this, employees of the HR-department can use different tools and methods. A relatively new method is the use of gamified self-assessment simulations.In t
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