Abstract : How to create an interactive product that encourages high school students to get in contact with the world of chemistry. Or how to get high school students pay any attention to the discipline of chemistry through an interactive entertainment application that besides entertaining can teach some of the most basic concepts of the The science that can better explain the progress of humanity. In the following lines we will present the steps taken in the design an interactive entertain
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Mots-clés : Jeu vidéo, Mécaniques de jeu, Design, Esthétique, Narratif, Chimie, Education, Ecole
AbstractOne of the most challenging problems in the simulation of real environments is to generate worlds that appear realistic and more attractive. It becomes increasingly challenging when the simulated environment focuses on minors (students), because the young generation has high demands on simulation systems due to their experience in computer gaming. Virtual museums are among the most important simulation environments, which present cultural and educational content for everyone. Their purpo
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Mots-clés : Cultural Heritage , Serious Game
DÉFINITION«Application informatique, dont l’objectif est de combiner à la fois des aspects sérieux (Serious) tels, de manière non exhaustive, l’enseignement, l’apprentissage, la communication, ou encore l’information, avec des ressorts ludiques issus du jeu vidéo (Game). Une telle association a donc pour but de s’écarter du simple divertissement.» Julian ALVAREZ, docteur en science de l’information et de la
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Mots-clés : Serious Game, Jeux Sérieux, Apprentissage
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
Une présentation "rapide" de l'histoire du jeu vidéo vue dans son ensemble, de 1952 à 2013. En complément du cours nous proposons aux étudiants l'utilisation d'un Serious Game sur l'histoire du jeu vidéo, que vous trouverez ci-dessous -= Support de cours =- (Format Flash - cliquez dans le coté gauche ou droit de la fenêtre pour faire défiler les slides) -= Vintage Game Shop : Student Edition =- (Forma
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Mots-clés : histoire, jeu vidéo, vintage game shop
Un cours sur les aspects théoriques et pratique du Game Design, pour en découvrir les notions de base avant de se lancer dans la création de jeu (vidéo ou non). Aborde les notions de Fun, de Flow, de Boucle de Gameplay, de règle de jeu, de brique de Gameplay... et vous invite à participer à des Game Jams ! -= Support de cours =- (Format Flash - cliquez dans le coté gauche ou droit de la fenêtre pour faire défiler
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Mots-clés : game design, théorie, pratique, gameplay, fun
Une présentation générale des différents métiers du jeu vidéo :L'industrie des jeux vidéo AAALes petites et moyennes entreprises (les séries B et budgets "AA")Les "indés" et autres créateurs indépendants -= Support de cours =- (Format Flash - cliquez dans le coté gauche ou droit de la fenêtre pour faire défiler les slides)
Mots-clés : game design, industrie, jeux vidéo
Abstract— Players’ gameplay action-decision data can be used towards profiling as serious games analytics. The insights gained can help support the decisions for performance improvement and as ‘prescriptions’ for training – e.g., diagnosing who should receive training, how much training will be given, informing the design of the game, and determining the contents for inclusion and exclusion. Data-driven training prescription can help learning organizations save mone
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Mots-clés : Serious Games Analytics, Similarity measures, Performance improvement, Reducing training cost, Training prescription
ABSTRACTBackground: The emergence of new technologies in the obstetrical field should lead to the development of learning applications, specifically for obstetrical emergencies. Many childbirth simulations have been recently developed. However, to date none of them have been integrated into a serious game.Objective: Our objective was to design a new type of immersive serious game, using virtual glasses to facilitate the learning of pregnancy and childbirth pathologies. We have elaborat
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Mots-clés : Serious Game, Obstetric emergencies, Gynecology