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
[...]
Mots-clés : Gamification, Serious games, Process control system, Oil and gas separation, Simulator
Les journées JIES Paris 2012 abordent le thème des jeux dans la médiation et l’éducation scientifiques. Destinées aux professionnels de l’éducation, de la médiation et de la communication des sciences, elles sont axées vers la réflexion sur les rapport entre sciences, techniques, apprentissages et jeux. Ludoscience, représenté par Julian Alvarez, a été conviée à partici
[...]
Mots-clés : Enseignement, jeu, pédagogie
SESSION III – Transmission de connaissances et de compétences : Bien gérer sa maladie chronique avec les jeux sérieux ou « serious games ». 11h30-12h30 Introduction : l’irruption des jeux serieux dans le monde de la santé. En quoi peuvent-ils contribuer à une meilleure éducation des patients ? Comment les utiliser, les évaluer ? Julian ALVAREZ, Docteur en sciences de l’information et de la communication Ludoscience&nb
[...]
Mots-clés : Santé, Serious Game, Education thérapeutique, Evaluation, Usages, Médical, Health game
Today meaning of games is much more serious than just considering them as an entertainment and free-time activity. Games have begun to be used in many different areas such as education, healthcare, military, corporate management and public policy for different purposes. Several benefits of serious games have been reported in the literature. Studies also show that with a combination of entertainment and education (edutainment) several benefits could be achieved in the rehabilitation process of th
[...]
Mots-clés : Serious Game, Health Game, Health
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
[...]
Mots-clés : Serious Game, Constructivist psychocognitive theories, Intrinsic motivation, Socio-cognitive conflicts, Situated learning
Cette étude analyse les différents segments du marché du Serious Gaming à partir d'études de cas détaillées et d'une présentation systématique des technologies, des usages et des métiers, en analysant particulièrement les étapes clés de la conception, du développement et de la diffusion. Elle présente également les perspectives technologiques et métiers pour chaque
[...]
Mots-clés : Serious game, Marchés, Evolutions, Education, Santé, Défense, Formation, Etude
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
[...]
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,
[...]
Mots-clés : Serious Game, Study, Health, Defence, Education, Market, Evolution, 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
[...]
Mots-clés : Computer Science, Computers and Education
Stéphane CloâtreIngénieur de formation je suis actuellementprofesseur certifié de Technologie au collège Jeanne d'Arc de Fougères (35). Je suis également formateur TICE en Bretagne. Les jeux sérieuxLes jeux sérieux sont en plein développement dans le monde de l’entreprise. Dans le milieu éducatif certains pays sont à l’avant-g
[...]
Mots-clés : Serious Game, Jeux Sérieux, Education, Formation, Technologie