Peut-on enseigner avec le jeu ?Publié le février 22, 2013 par nbusquetDans notre premier article, nous avons établi un premier aperçu des serious games et avons noté que ces derniers pouvaient être utilisés en complément à la formation traditionnelle. Cette idée de l’enseignement par le jeu est véhiculée par des entreprises comme Itycom, la société productrice
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Mots-clés : Serious Game, Apprentissage
Abstract:Serious games are video games or computer games designed for training or educational purposes. Thanks to the interesting and useful opportunities that they provide such as interactivity, immersion, simulation they become well accepted and well spread among professional and academic fields. However, the selection of the most suitable serious games to a specific educational goal seems to be not well studied in the literature. This paper tries to meet this research gap by developing a new
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Mots-clés : Games, Training, Business, Biological system modeling, Educational institutions, Entertainment industry
In this paper we present a Digital Serious Game set in a medieval alchemical laboratory, aimed at disseminating the ancient knowledge of medicine distillation contained in the famous Adam Lonicer's Kreuterbuch (1569) treatise. The application is based on interactive Virtual Environments and available on multiple visualization technologies, ranging from simple touch-based tablet up to immersive environments such as CAVEs or Oculus Rift. The game comes as the latest development level o
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Mots-clés : Libraries Archives, Virtual Environment, Immersion, Interaction, Learning, Digital Serious Games
Abstract Social, economic and global changes make it difficult to predict what the future might hold. Creativity is one possible response to these changes. Indeed, creative skills enable students to face the complex nature of life. As a result, creativity has become significant in education, and is regarded as an important objective to be addressed in the curriculum. Nevertheless, creativity is not always promoted in schools. Rather, there are those who claim that many educational systems hinder
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Mots-clés : Creativité, Game-Based Learning, Game design
This chapter describes some of the work carried out in the MIRROR project, which focuses on reflective learning where adults' motivation to learn and reflect through games is being researched. It briefly introduces the project and the theoretical framework, and then describes the serious game that was created for research in detail. The last part of this chapter focuses on users' evaluations and describes some lessons learned about the importance of guidance and of a de-briefing session, thus hi
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Mots-clés : Serious Game, Learning
In this paper, we propose an environment to support collaborative modding, as a new way to learn a subject. Modding can be defined as the activity to modify an existing game with dedicated tools. In a constructivist approach, we base our work on the assumption that modding a learning game can help learners to acquire the concepts of the subject concerned. We also think that modding in collaborative settings can help learners both to learn the subject and to learn to collaborate. We first propose
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Mots-clés : Modding game, Development kits, Learning game 2.0, Collaborative learning
Journée d’études sur le Serious Game 7 décembre, MSH Paris Nord Labex ICCA (Industries de la Culture et Création Artistique) Dans le cadre du groupe de recherche sur le Serious Game du Labex Industries Culturelles et Création Artistique (ICCA), cette journée d’études vise à présenter et discuter des approches théoriques et méthodologiques en se penchant à la fois sur le sec
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Mots-clés : Serious Game, Jeu vidéo, Formation, Marché, Industries culturelles
An introduction to the exciting world of Serious Games The month of November IUM recently played host to none other than renowned researcher and consultant Dr. Julian Alvarez who was presenting a lecture to students on Serious Games and Game Technologies. He talked to students of the course Fundamentals of communication and advertising which is overseen by Professor MN. Jauffret-Cervetti. He mesmerized the students with the technology behind Advergames, Edumarket games and
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Mots-clés : Serious Game, Communication, Advergames, Gamification, Edumarket games, Conference
Ce livre, unique en son genre, est un guide destiné aux étrangers qui souhaitent aller travailler dans l'industrie du jeu vidéo au Japon. Son auteur James Kay, d'origine britannique, a lui-même fait cette expérience, et a travaillé près de dix dans l'industrie du jeu vidéo au Japon, avant d'y fonder sa propre entreprise. Sur près de 300 pages, l'auteur aborde toute les facettes de la question : Pourquoi partir créer des jeux au
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Mots-clés : japon, industrie, jeu video, emploi, guide
Nous venons de mettre en ligne dans la liste de nos publications un chapitre d'ouvrage relatif à la classification des Serious Games. Ce chapitre détaille le fonctionnement du système de classification utilisé sur le site http://serious.gameclassification.com/ pour classifier plus de 2600 Serious Games. Publié l'année dernière dans l'ouvrage Handbook of Research on Improving Learning and Motivation through Educational Games: Multidisciplinary Ap
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Mots-clés : serious games, classification