As explained in the general introduction, experience design implies an "experience to be lived" (Vial, 2015) where the subjects "interact with their natural and artificial environment". If we can easily imagine a "natural" or "artificial" environment, there is an in-between proposed by the game. Neither totally "natural" because it can rely on artifacts, nor totally "artificial" because some animals pla
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Mots-clés : Serious Game, Design Game, Game design, Gamification, Ungamification, Dégamification, Serious Game design, Serious Play design
Après "Approche Atomique du jeu vidéo", Ludoscience est fier de vous annoncer la sortie de l'ouvrage de son nouveau livre "Préhistoire du jeu vidéo", écrit par Damien Djaouti. Cet ouvrage s'intéresse aux premiers exemples de jeux vidéo de notre histoire, créés entre 1947 et 1962. Grâce à de nombreuses recherches et interviews, il propose des informations inédites sur des jeux déj&agrav
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Mots-clés : histoire, jeu vidéo, pionnier, préhistoire
Cet ouvrage s'intéresse aux premiers exemples de jeux vidéo de notre histoire, créés entre 1947 et 1962. Grâce à de nombreuses recherches et interviews, il propose des informations inédites sur des jeux déjà connus. Mais surtout, il vous fera découvrir des " ancêtres du jeu vidéo " dont vous n'aviez sans doute jamais entendu parler auparavant ! Quel est le premier jeu vid&eacu
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Mots-clés : histoire, préhistoire, jeu vidéo
Présentation du modèle CEPAJe (Contexte, Enseignant, Pédagogie, Apprenant, Jeu) Pour en savoir plus sur le modèle CEPAJe : * Grille CEPAJe avec propositions de questions : http://www.ludoscience.com/FR/blog/88... * Article sur le modèle CEPAJe (2017) : https://journals.openedition.org/apli... * Design des dispositifs et expériences de jeu sérieux (PDF libre d'accès) : https://hal.archives-ouvertes.fr/tel-... (Chapitre
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Let’s explore the types of games that can be applied for gamification.Let’s understand the definition of gamification.Let’s find out the historical background of gamification.Let’s figure out how gamification is associated with the experience economy and the behavioral economics.Let’s understand the effects of gamification on learning and education.Référence (1) : Djaouti, D., Alvarez, J., Jessel, J. P., & Rampnoux, O. (2011). Origins of serio
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Mots-clés : Game, Gamification, Definition, Experience economy, Behavioral economics, Effect
Smart Game Based Learning System (SGBLS) design is a complex area. It requires the intervention of multiple actors with specific skills and expertise. Unfortunately, novice game designers who do not have necessary competency inspired from both educational and video games systems cannot successfully create SGBLS. For that, they have to acquire specific skills and expertise in an efficient and active pedagogical manner. To solve this problem, there are several existing techniques, among them learn
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Mots-clés : Smart Game Based Learning System (SGBLS), Game Design
AbstractSerious games are games with an educational purpose. In these games, players develop their skills by facing a number of challenges, and students are assessed according to their game playing behaviour. Assessment of serious game-based learning experiences has to take into account diverse features as game genre, pedagogical aim or game context. This paper analyses how skills are usually assessed in learning experiences based on serious games. To reach this objective, a systematic mapping s
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Mots-clés : Serious games, Game based learning, Systematic mapping study, Skill assessment, Interactive learning environments
Déclics ! Le premier festival du jeu éducatif du Grand Est 13 mai 2017Les 17 et 18 mai 2017, l’atelier Canopé 57 en partenariat avec l’ESPÉ site de Metz/Montigny, la mairie de Montigny Lès Metz et l’OCCE de Moselle vous proposent différentes actions autour du jeu.Dans ce cadre, deux conférences interactives “Apprendre avec les serious games” seront animées par Julian Al
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Mots-clés : Serious Game, Education, Ludopédagogie, Apprentissage, ludologie
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
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Mots-clés : Serious games, Narrative, Pedagogy, Domain specific modeling language, Modeling, Controlled natural language, Graphical notation, Simulator