Un petit article, à destination des enseignants, qui présente les Serious Games, leur avantages, leur limites, ainsi que des conseils pour bien les choisir, exemples issus du terrain à l'appui.
Mots-clés : serious games, avantages, limite, enseignant, exemple
Inland transport is a crucial component for the gateway ports such as Rotterdam. There are different parties involved in the inland transport: forwarders, shipping line agents, shipping lines, sea terminals, inland carriers, etc. To operate effectively and efficiently cooperation and collaboration is required between all involved parties. The claim of this project is that the root of several problems occurring in the container flow can be explained by the low level of Shared Situational Awarenes
[...]
« Considérons par exemple les processus que nous nommons “jeu”. J’entends les jeux de dames et d’échecs, de cartes, de balle, les compétitions sportives. Qu’estce qui leur est commun à tous ? – Ne dites pas : il faut que quelque chose leur soit commun, autrement ils ne se nommeraient pas “jeux” – mais voyez d’abord si quelque chose leur est commun »1 Ludwig Wittgenstein. La précéden
[...]
Jeux sérieux : présentationSi vous n'avez pas encore entendu parler des « Serious Games », ça ne devrait plus tarder tant le phénomène prend de l'ampleur. À la différence des jeux vidéo, ils ont une finalité autre que l'amusement. Au contraire des logiciels pédagogiques des années 1990, ils n'oublient pas d'être ludiques. Présentation de ces objets en vogue.Présenter l'expression &la
[...]
Mots-clés : Serious Game, Définition
At the dawn of a new digital era, people`s way of spending their leisure time and leisure activity preferences changed. Accordingly, Leisure culture is in the midst of change, such as watching movie and performance, enjoy golf etc. Due to its nature as an interactive medium, the digital game offers uniquely different approaches to the leisure activity. Leisure as state of mind is much more subjective in that it considers the individual`s perception of an activity. In that regard, we used the dig
[...]
Mots-clés : Serious Game, Digital game
Abstract:In the digital age, museums and historical sites must explore how to leverage technologies to engage guests. Gaming-whether technology-based or not--is an approach that some museums have been using as a means for teaching visitors. Bringing the two together to create an online-onsite-online game is an effective approach for educating, immersing, and engaging guests, especially “digital natives” for whom technology is an integral part of daily life. In June 2013, the Colonial
[...]
Mots-clés : Games, Cities and towns, XML, History, Sociology, Statistics, Engines
This paper describes the development currently being conducted into serious games which pursue some form of benefit in the field of health care. Although serious games are associated with software developments, developing them in the area of health care involves studying the associated multimedia technology and paying attention to aspects related to interaction with the game. Serious games for health cover matters related to education and medical treatment, rehabilitation and psychological treat
[...]
Mots-clés : Games, Computers, Educational institutions, Mixers, Medical treatment
Abstract: Portugal is at hand with an unprecedented crisis with the government having to take policies, some of them tough measures. Due to the characteristics of some measures and the unaccomplishment of others, people fail to comprehend them and do not believe in its execution. This work tries to bring greater clarity to the situation of the Portuguese economy, through a serious game. The use of serious games in contexts of awareness is increasing, according to which the learning ability
[...]
Mots-clés : serious games, learning, knowledge, awareness, population, economics, finances, budget
Research on digital game-based learning indicates that this learning method can be - under certain conditions - more efficient than other traditional teaching methods, such as textbooks, or web-based learning. Without additional support learning from games may or may not occur, this is why instructional support should be used in educational settings. The present study focuses on testing with feedback as a type of instructional support with great promise. Testing is widely used in almost all clas
[...]
Mots-clés : Digital game-based learning, Learning from games, Testing, Feedback
Nombre d'enseignants francophones souhaitant utiliser des Serious Games en classe avec leurs élèves se retrouvent confrontés à la relative pauvreté de l'offre en la matière. En effet, la création de Serious Games par des professionnels coûte cher (150.000€ en moyenne). L'école n'ayant pas pour l'instant l'intention d'investir de telles sommes dans ces ressources pédagogiques atypiques, rares sont les entreprises à c
[...]
Mots-clés : serious game, création en classe, rpg maker, français, documentaliste, école