Les European Serious Games Awards visent à récompenser les meilleurs travaux européens en matière de jeux pour l'apprentissage. Organisés par GALA (un réseau d'excellence européen dédié à la recherche sur les Serious Games), ces awards sont différents des autres. Au lieu de s'appuyer sur l'avis d'une poignée d'experts, les jeux sont ici évalués scientifiquement quant à leur qualités p&
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Mots-clés : serious games, compétition, europe, académie
Abstract Serious games and its related fields have lately received a lot of interest due to their potential for training and education. Serious games can be defined as (digital) games that are used for reasons other than entertainment. Gamification can be related to serious games and can be defined as the process of game-thinking and game mechanics to engage users and solve problems. The initiator of this project was ABB. ABB delivers a process control system used to control the processes o
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Mots-clés : Gamification, Serious games, Process control system, Oil and gas separation, Simulator
Au cours des e-virtuoses qui ont eu lieu les 23 et 24 mai à Valenciennes, un focus a été fait sur le serious game au travers d’un colloque scientifique. Chercheurs du monde entier (Australie, Etats-Unis, Grande Bretagne…) se sont regroupés sur cet événement pour s’interroger de manière scientifique sur l’évaluation et la mesure de l’impact du Serious game. MANIFESTATIONSLes clés de la réussi
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Mots-clés : Serious game, Accompagnements, Recherche, Impact
The ability to engage children in science, technology, engineering, and math (STEM) fields early in their scholastic years is critical to ensure the success of the next generation of scientists and engineers. Given that 97% of American teens play video games, there is a tremendous opportunity to engage students in STEM concepts within the framework of a multi-player game. Research has shown that eliciting emotional and affective responses in players can actively increase engagement, learning, an
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Mots-clés : Mathématiques, Games
AbstractThis work lies in the educational opportunities of a learning tool: the serious game. The serious game was investigated using an American example: Virtual University.We first highlight the main features of this media, namely that it can be used as: a teaching tool, a means of entertainment, and as a technology of information and communication. It aims for multiple learning objectives, it finds application in many areas and it targets all age groups. Then, we show that learning through th
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Mots-clés : Serious Game, Constructivist psychocognitive theories, Intrinsic motivation, Socio-cognitive conflicts, Situated learning
In this paper, we describe the method we used to design the therapeutic game called Le Village aux Oiseaux, a first person shooter aiming to stimulate the attention network of seniors suffering from the Alzheimer's disease. One of the main issues we had to deal with was how to adapt games designed for adolescents and young adults, to seniors. A lack of studies and game design guidelines, as well as a lack of data on what seniors enjoy while playing made this design more complicated and, thus, in
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Mots-clés : Therapeutic game, games design, usability, Evaluation, Méthodes, Serious Game, Elderly
Abstract:A critical incident at any institution may include bomb threats, assault, bio-hazardous spills, civil disobedience, electrical outage, fire or explosion, gas leak, natural disasters, infectious diseases, and terrorist threats. Although many employees know of this type of situation, most are not properly trained with respect to how to react when a critical incident occurs, nor do they understand lockdown procedures. Serious games refer to video games that are used for training, advertisi
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This study examines the various market segments of Serious Gaming based on detailed case studies and a systematic presentation of the corresponding technologies, practices and know-how, while emphasising on the key stages of the design, development and dissemination phases. It also provides technology and business prospects for each market segment. Serious Gaming (SG) is at the crossroads of several disciplines: e-learning, computing, engineering,
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Mots-clés : Serious Game, Study, Health, Defence, Education, Market, Evolution, Training
Abstract Professional training for risky professions involves simulation training. This kind of facilities has appeared very important to give to the workers the initial knowledge, to improve the skills of experienced workers, and to make them face rare situations for which they must be potentially ready to deal with. The past years, a broad range of simulation systems including virtuality have become available on the market, and the professions concerned are wider every year. The possibili
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Mots-clés : Serious Game, Simulation, Training
AbstractResearch in game-based learning environments aims to recognise and show emotion. This chapter describes the main approaches and challenges involved in achieving these goals. In addition, we propose an emotional student model that can reason about students’ emotions using observable behaviour and responses to questions. Our model uses Control-Value Theory (Pekrun et al., The control value theory of achievement emotions. An integrative approach to emotions in education. In: Schutz, P
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Mots-clés : Computer Science, Computers and Education