Les 4 et 5 juin 2013 s'est tenu le salon E-virtuoses, dédié au serious game et à tous ses usages. Julian Alvarez, chercheur au Play research lab, laboratoire R&D de la CCI Grand Hainaut et enseignant à l’université Lille 1, revient sur un concept clé pour l'enseignement supérieur, le serious gaming. A l'heure où la question de l’innovation pédagogique est de plus en plus présente dans l
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Mots-clés : Serious game, Etudiant, Education, Contextualisation, Jeux, Serious gaming
ABSTRACT From the perspective of educators, games are viewed as a medium in which the younger generation both thrive and excel. Students navigate game environments with ease and regularly solve problems, engage in advanced collaborative efforts, and communicate complex concepts and strategies to one another during their private gaming sessions at home. Games invite the player to form an understanding of intricate systems and mechanics based on participation and experimentation rather than m
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Mots-clés : Education, Serious Game
ABSTRACT In this thesis, I will research into how player motivation is achieved and how it can be a powerful factor in creating a bonding between the player and the game world and how that can be achieved in an educational title in order to stimulate learning for the player. This thesis will also present the development of a prototype and its evolution into a game based on user feedback, all to have young children learn and understand mathematics, more specifically arithmetics, much easier.
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Mots-clés : Learning
Abstract:Serious games are video games or computer games designed for training or educational purposes. Thanks to the interesting and useful opportunities that they provide such as interactivity, immersion, simulation they become well accepted and well spread among professional and academic fields. However, the selection of the most suitable serious games to a specific educational goal seems to be not well studied in the literature. This paper tries to meet this research gap by developing a new
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Mots-clés : Games, Training, Business, Biological system modeling, Educational institutions, Entertainment industry
ABSTRACT The recognition of facial expressions is important for the perception of emotions. Understanding emotions is essential in human communication and social interaction. Children with autism have been reported to exhibit deficits in the recognition of affective expressions. With the appropriate intervention, elimination of those deficits can be achieved. Interventions are proposed to start as early as possible. Computer-based programs have been widely used with success to teach people
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Mots-clés : Serious Games, Gesture-based interaction, Natural User Interface, Autism, Facial emotion recognition
The recognition of facial expressions is important for the perception of emotions. Understanding emotions is essential in human communication and social interaction. Children with autism have been reported to exhibit deficits in the recognition of affective expressions. Their difficulties in understanding and expressing emotions lead to inappropriate behavior derived from their inability to interact adequately with other people. Those deficits seem to be rather permanent in individuals with auti
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Dans cette revue de littérature sont abordés les impacts des jeux vidéo et sérieux en termes de potentiel éducatif et d'apports pour la formation et l'apprentissage. Après avoir définit les jeux vidéo et sérieux les auteurs examinent successivement les dimensions... References (1): Alvarez, J., Du jeu video au serious game : approche culturelle, pragmatique et formelle, Thèse de doctorat, Spécialit&
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Abstract Social, economic and global changes make it difficult to predict what the future might hold. Creativity is one possible response to these changes. Indeed, creative skills enable students to face the complex nature of life. As a result, creativity has become significant in education, and is regarded as an important objective to be addressed in the curriculum. Nevertheless, creativity is not always promoted in schools. Rather, there are those who claim that many educational systems hinder
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Mots-clés : Creativité, Game-Based Learning, Game design
In this paper we proposed a gamification methodology for Korean language education. We suggested gamification elements that increased the fun factor and induced immersion by analyzing the successful gamification cases which can be classified into three types; management, Implementation, and self-expression. Then, we analyzed Korean learning theory and methods to extract four key aspects, listening, speaking, vocabulary and culture from eight Korean learning function. Finally, by using Korean Wav
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Mots-clés : Korean wave, Korean language, Korean learning, Gamification, Game, Education, Learning
Despite the growing interest in interactive storytelling techniques, their actual applications to traditional gameplay design remain to be investigated. However, many game designers have expressed concerns about the incorporation of such generative techniques in traditional game titles, mainly because of the lack of control they will have over dynamically generated content. This paper proposes an authoring tool allowing game designers to formalize, visualize, modify, and validate game level solu
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Mots-clés : Cultural Heritage , Game Level Design, Gameplay, Serious Game