Based on the FEPES project (First European Parliament Elections Simulator), this paper seeks to contribute to the growing field of research and experiments dealing with political sciences digital games. Awareness and democratic participation to the European union are significant and critical social issues. Digital narrative-based learning offers a means of raising citizens’awareness and in engaging them in participating to the democratic life of the European Union. An online survey was con
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Mots-clés : Serious Game, European Parliament, Political sciences digital games, Game
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
Abstract—Serious games are developed with the purpose of bestowing a benefit on the user. That benefit could be related to the user’s health, education, safety or efficiency. We propose that the mechanism that the game employs to achieve such a benefit should be identified as the key to the development of a successful serious game. We introduce a paradigm for the design and development of serious games as benefit delivery systems. We suggest that the paradigm can apply to all applica
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Mots-clés : Serious Game, Santé, Health game
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
Data Modeling (DM) is an important area in the Information System (IS) learning. In particular, in the IS analysis phase business analysts need to provide a comprehensive notation to avoid misunderstanding between software engineers and customer. Teaching DM is a challenging task, mainly because it lays great emphasis on theory. It remains often abstract, not consensual and complex to implement in real setting. In order to better motivate learners, this paper aims to assess the integration of Se
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Mots-clés : Serious Games, Gamification, Innovation Minitrack, Data modeling learning, INNOV8, IS learning, Teaching DM
Serious Diverting et Serious Modding : positionnement de Big Players internationaux – J. Alvarez (11h30- 12h30) Cette communication propose un état de l’art des jeux détournés à des fins éducatives et de santé, puis de définir les concepts de Serious Diverting et de Serious Modding pour introduire une typologie de jeux détournés à des fins utilitaires. Ces éléments abordés, nous présente
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Mots-clés : Serious Game, Serious Modding, Serious Diverting, Serious Modding, Marché, Jeu vidéo
Summary Digital Serious Games (SGs) are gaining increasing importance as educational and training tools. However, there is still a long way to make them widely deployed. On the one hand, balancing fun and educational elements in a SG is not trivial and requires understanding how these games can be designed to support effective and efficient learning. On the other hand, actual development can be costly and time-consuming, involving large teams of people from different backgrounds, who often
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Mots-clés : Serious Game, Learning
RésuméLes Serious Games (SGs) sont des dispositifs de formation de plus en plus utilisés dans les différents secteurs de l’éducation initiale et continue. Dans le cadre de cette thèse, notre objectif est de concevoir, d’abord, et développer, ensuite, un SG pour la formation et l’évaluation des personnels travaillant en environnement aseptique. Nous présenterons dans ce travail de recherche les approches théor
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Mots-clés : Serious Game, Serious Game Design, Instructional Design, Simulation, Apprentissage par l'action, Gamification, Analyse des compétences, Conflit instrumental
Abstract : Nos travaux de recherche se situent principalement dans le domaine des Environnements Informatiques pour l’Apprentissage Humain (EIAH). Les apprenants ont aujourd’hui accès à des plateformes éducatives sociales de plus en plus perfectionnées et complexes, et à un ensemble de ressources variées. Dans ce contexte, nos travaux visent à proposer des modèles et environnements informatiques pour
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Mots-clés : EIAH, Engagement utilisateur, Environnements réflexifs, Ludification adaptative, Analyse de traces
AbstractParallel, an innovative teaching and learning tool, was designed by a multidisciplinary team gathering together university and college professors, post-graduate students, teachers, as well as young adults and college students. The creation of Parallel, made possible fruitful collaboration between students, teachers and researchers. The collaborative experience was part of an effort to understand how a serious game on a mobile platform using augmented reality could be exploited in a forma
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Mots-clés : Augmented reality, Mobile learning, Physics, Longlife learning, Activity theory