Les jeux sérieux au service de l'innovation pédagogique. Session d'initiation aux processus ludo-pédagogiques Public cible:Membres du corps enseignant, quel que soit le domaine d’enseignement. Le jeu est une des plus ancestrales sources d’apprentissage, de socialisation et de régulation « amiable » de conflits. De nos jours, la gamification se propose de renforcer l’engagement des étudiant-e-s dans leu
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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
Poster présentant un prototype de table interactive interagissant avec des objets connectés.
Mots-clés : Table interactive, Objets tangibles, Objets Communicants, Objets Internet, Serious Game, Intelligence Artificielle (IA), RFID, Tri des déchets
The challenges encountered in the process of teaching and learning programming have been discussed on the global stage, resulting in a number of hypotheses that seek to clarify what are the barriers faced and the reasons why beginners feel unhappy with their experiences introductory programming. Thus, a variety of initiatives involving the creation,
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Mots-clés : Gamification, Teaching, Programming, Learning
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
Dans cet article, nous essayons de montrer les liens entre jeu et éthique en nous appuyant sur la conception d’un jeu sérieux à destination des étudiants en formation aux métiers du social, de la santé et de l’enseignement. Il s’agit de relever les innovations de cet outil pédagogique dans l’enseignement de l’éthique professionnelle et des nouvelles potentialités qu’il offre, à condition, de
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Mots-clés : Ethique professionnelle, Jeu sérieux, Pragmatisme, Dewey
Abstract:There has been a constant increase in the number of serious games. In recent years, they have become extremely important within the scientific community and their repercussions on industry have been reflected in exponential growth in terms of their economic impact. The term serious game covers an extremely wide range of video games all with very different purposes and with many different areas of application. One of the most prolific areas is the field of education and many research pap
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Mots-clés : Games, Unified modeling language, Proposals, Education, Avatars, Software, Adaptation models
Abstract:There has been a constant increase in the number of serious games. In recent years, they have become extremely important within the scientific community and their repercussions on industry have been reflected in exponential growth in terms of their economic impact. The term serious game covers an extremely wide range of video games all with very different purposes and with many different areas of application. One of the most prolific areas is the field of education and many research pap
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Mots-clés : Games, Unified modeling language, Proposals, Education, Avatars, Software, Adaptation models
ABSTRACT Serious game provides an instructional tool to make the learning process more enjoyable, easier to memorize and effective. It combines pedagogy goals and game play to increase the participant interest and engagement compared to traditional methods. In this paper, we compare several methodologies of game design relative to our classification proposal; it can assist the analysis and evaluation of serious game design, we illustrate how this classification helps several actors of desig
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Mots-clés : Serious Game, Learning, Game design, Comparative Study
J4. Jeux numériques et apprentissages. Président de séance: Julian Alvarez. Patrick Plante and Gustavo Adolfo Angulo Mendoza. Données analytiques et jeux sérieux : décloisonner la recherche, multiplier les résultats Pierre Hamel, Thomas Michael Power, Margarida Romero and Holly O. Witteman. Intégration des jeux sérieux à la formation en médecine d’urgence Jean-Nicolas Proulx, Catinca-Adriana Stan and Margarid
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Mots-clés : Serious Game, Usines à jeux, Statistiques, Programmation, Santé, Médecine, Apprentissage, Serious Gaming