Virtual Reality technology is increasingly used for game based learning application, i.e. Digital Serious Games. Simulating reality serious games improve technical skills in different fields and it is often used in medical area. In this research is described “A Day In The HOspital” (ADITHO), a serious game aiming at increase the process of decision making in young physicians through a training that reproduce a realistic clinical situation. In ADITHO the player, from a first person pe
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Mots-clés : Digital Serious Game, Medical Ethics, Medical Training, Virtual Reality, Problem Based Learning, Decision Making, Physician-Patient Relationship
Curriculum integration is one of the main factors in the teachers’ decision-making process when deciding to use games in formal educational contexts. Based on this observation, we aim to provide primary education teachers with a selection of (serious) games in each of the main areas of the primary education curriculum in Quebec. The taxonomy of the games selected includes Serious Games (SG), designed for educational purposes from the start, but also repurposed games, which, despite not hav
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Mots-clés : Serious Game, Education
Creation of better template models of strategic planning and leadership control aided by business simulation games based on real-life case studies and analysis tools Abstract The business simulation games, which expose the players/managers to a huge range of learning objectives, on many occasions fail to provide a template model which can govern the desirable actions that are not always effectively linked to the repetitive cycles of arriving at decisions or confronting a result i
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Mots-clés : Business simulation games, Heptalysis, CATWOE, VPEC-T, SCRS, MoSCoW
AbstractOrganizing for idea generation is a recurring challenge in intensive innovation contexts. The literature on ideation has reached a compelling consensus on the features that such organizational devices must possess to support sufficient creativity: learning processes and a creative climate of confidence to promote collaboration. However, current practical methodologies struggle to simultaneously realize these two features. In this paper, we explore the potential of Serious Games, a collab
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The main purpose of this study is to identify the elements of children's health games that have a positive impact on children’s health. The investigation is done by evaluating previous health game studies concentrating on children and five health affairs (such as asthma, cancer, diabetes, nutrition and obesity). In order to do so, firstly the topic of children’s health games is explained through its roots, as it is an interdisciplinary topic pertinent with many other fields. For
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Mots-clés : health games, Children
AbstractVideo games possess many unique features that facilitate learning. Meanwhile, teaching about evolution is never an easy task due to the existence of some barriers to its learning.Virtual Age, therefore, has been developed in an attempt to harness the power of gaming to increase student understanding of biological evolution. The aim of this study was to examine whether Virtual Age is effective for learning about evolution and to further explore the interplay of student concept l
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Mots-clés : Secondary education, Applications in subject areas, Interactive learning environments, Teaching/learning strategies, Virtual reality
Table ronde réunissant : - Jean-Charles Cailliez (LIP - UCL)- Christophe Chaillou (Pictanovo)- Hélène Lejeune (ENACO)- Aurélien Libessart (3D DUO / Trigone CIREL)- Olivier Rampnoux (CEPE / IAE Poitiers)- Isabelle Zeller (Conseil Régional Nord - Pas de Calais). Programme de l’atelier Recherche / Entreprise Première partie : Comprendre (sous forme de présentations individuelles)
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Mots-clés : Serious Game, Recherche, Entreprise, Formation, e-learning, Financements
ABSTRACT Digital game-based learning has traditionally been examined from an ‘artefact-centric’ perspective that focuses on understanding how game design and principles of learning are, or can be, intertwined. These types of examinations have resulted in many descriptions of games’ educational potential, which has subsequently led to many types of arguments for why games should be used more extensively in formal education. However, comparatively little research has been do
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Mots-clés : Digital game-based learning, Serious Game
The main goal of any educational institution is to form students as best as possible. To achieve it, traditional teaching models should be open to new learning experiences using emergent technologies such as video games, which offer a more attractive alternative to the student and a great capacity for interaction with knowledge. Studies based on this kind of initiatives show favorable results in terms of motivation and cognitive development. However, it is not&nb
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Mots-clés : Serious games, Educational innovation, Video games-based learning
Our research into the enterprise gamification domain was designed to investigate the different objectives, purposes, target audiences, game design patterns and technology used in gamified implementations. We found that a formal classification system was not only absent, but that it was essential to provide a baseline for developing and comparing gamification design strategies. To this purpose we identified 304 publicly available case studies of organizations that self-identified as having undert
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Mots-clés : Taxonomy, Gamification, Enterprise systems, Classification, Design, Information systems, Strategic management, Serious games