ABSTRACT From the perspective of educators, games are viewed as a medium in which the younger generation both thrive and excel. Students navigate game environments with ease and regularly solve problems, engage in advanced collaborative efforts, and communicate complex concepts and strategies to one another during their private gaming sessions at home. Games invite the player to form an understanding of intricate systems and mechanics based on participation and experimentation rather than m
[...]
Mots-clés : Education, Serious Game
ABSTRACT In this thesis, I will research into how player motivation is achieved and how it can be a powerful factor in creating a bonding between the player and the game world and how that can be achieved in an educational title in order to stimulate learning for the player. This thesis will also present the development of a prototype and its evolution into a game based on user feedback, all to have young children learn and understand mathematics, more specifically arithmetics, much easier.
[...]
Mots-clés : Learning
Abstract:In light of calls that civic participation is declining, efforts are underway to replace outdated, unproductive forms of citizenship. With the majority of Americans now connected to the Internet, community leaders see the digital realm as the new frontier for promoting engagement. Increasingly, digital games are being designed for the express purpose of promoting community engagement and social action. My thesis examines this emerging practice of civic game design. Within this thesis, I
[...]
Serious Games (SG) are more and more used for training in various domains, especially in crisis management domain. In order to improve training results, learner assessment can provide insights on what went right or wrong during a training session. Learner assessment requires monitoring (data acquisition in a virtual environment) and supporting learners' feedback (on learners' decisions and actions), which Intelligent Tutoring Systems address as a main issue, as a mean to individualise learning.
[...]
Mots-clés : Crisis management, Learner assessment, Multi-agent system, Serious Game
Pour développer un jeu visant un apprentissage conceptuel, il est nécessaire d’adopter une démarche itérative de conception, tant la tâche de conception est difficile. Nous avons entrepris une telle démarche dans laquelle, à chaque itération et pour chaque partie du logiciel, nous analysons les dimensions ludiques, &eac
[...]
Mots-clés : Learning video game, Instructional game design, Evaluation, Iterative design
Le temps du serious game… Juin n'est pas seulement le temps des cerises, c'est aussi celui du serious game… Sous l'égide de l'éditeur Interaction Games, prochaine 2ème édition du Serious Game Time à Paris…Le serious game continue de se donner en spectacle dans le cadre de salons multi-exposants - dont e-virtuoses les 4 et 5 juin à Valenciennes, sans doute le salon à visiter en priorité, pour le nombre et la provena
[...]
Mots-clés : Serious Game, Colloque, Salon
This article describes a case study on MuseUs, a pervasive serious game for use in museums, running as a smartphone app. During the museum visit, players are invited to create their own exposition and are guided by the application in doing so. The aim is to provide a learning effect during a visit to a museum exhibition. Central to the MuseUs experience is that it does not necessitate a predefined path trough the museum and that it does not draw the attention away from the exposition itself. Als
[...]
Mots-clés : Serious Game, Musée, Smartphone, Cultural Heritage (Héritage culturel)
E-virtuoses : le Serious Game dans tous ses états…26 AVRIL 2013 / DISPOSITIFS E-virtuoses s'est imposé comme un événement incontournable du Serious Game sur le marché français… et au-delà si l'on considère l'origine des intervenants au colloque scientifique, des exposants et des projets candidats aux e-virtuoses Awards… Revue de détail avec Julian Alvarez, Directeur du Play Research Lab, enseignant cher
[...]
Mots-clés : Serious Game, Salon, Entreprise
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
[...]
Mots-clés : Games, Training, Business, Biological system modeling, Educational institutions, Entertainment industry
e-virtuoses : serious game, simulation, e-learning et gamification Créée et initiée par la CCI Grand Hainaut et portée par le Play Research Lab, cette manifestation internationale dédiée au Serious game, à ses usages, évaluations et nouvelles tendances, rassemble annuellement plus de 600 acteurs clés : commanditaires publics et privés, studios de développement, chercheurs et universitaires internationaux. Au
[...]
Mots-clés : Serious Games, Simulation, e-learning, Jeux vidéo, Santé, Education, Communication