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
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
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
Abstract:Business processes play a major role in the Information System (IS) domain. Business Process Management (BPM) approaches offer languages, methods and tools for modeling, execution and optimizing business processes. However, these approaches are often difficult to understand by the learners. In particular, the modeling phase often remains abstract, not consensual and complex to implement in real settings. In order ato better motivate BPM learners, several BPM's Serious Games (SG) has bee
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Mots-clés : Games, Companies, Training, Information systems, Business process management, Graphics, serious games (computing), business data processing