Learning of programming and, more generally, of computer science concepts is now reaching the public at large. It is not only reserved for people who studied informatics (computer science) or programming anymore. Teaching programming to schoolchildren presents many challenges: the big diversity in ability and aptitude levels; the big amount of different tools; the time-consuming nature of programming; and of course the difficulty to motivate schoolchildren to keep them busy with hard work. There
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Mots-clés : Game-based learning, Gamification, Learning programming, Online programming platform, Programming contest
The online game's commercial success and the influence on user behavior, led us to consider developing applications with games features in order to investigate which variables and features that could influence in e-banking adopting. The topic of games and business, lead us to a main research question, "What is the impact of computer applications with game features in e-banking?", and two other questions, "Which elements, characteristics or variables of games on e-bank
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Mots-clés : e-Commerce, Gamification, Jeux en ligne, Développement logiciel, Technologie de l'information, Web design, Technology acceptance, Commerce électronique
AbstractVoluntariness is an important feature of games. Serious game designers intend to generate engaging gameplay, which implies that voluntary play should be equally important for serious games as for entertainment games. This paper describes the outcome of a study on the impact of voluntariness on learning in a serious game. The results of 19 participants, randomly assigned to voluntary and mandatory gameplay, are analyzed to identify possible differences. The findings of this study suggest
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Mots-clés : Serious games, Effectiveness, Learning effect, Freedom of choice
AbstractWhile a lot of papers have argued for the educational potential of serious games, the field is still young and methods and tools are needed in order to support effective and efficient design. The SG Studies Database is an instrument devised to allow sharing structured information about SGs. This information can be used by scholars and practitioners also to perform comparative analysis and identify components and modules that could be used in different games. The SG Studies database, whic
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Mots-clés : Personal Computing, Computers and Education, User Interfaces and Human Computer Interaction, Image Processing and Computer Vision, Artificial Intelligence (incl. Robotics), Software Engineering
AbstractInnovations being achieved with interactive devices (screens, sensors etc.) allow the development of new forms of interaction for many applications. Videogames played with these devices are completely changing how we use them and taking advantage of intuitive interfaces. Based on that, we ask “What aspects of playability are affected using different input devices for a certain gaming task and how is gaming performance affected?”. Our contribution is to present a practical eva
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Mots-clés : Emotions in HCI, Entertainment systems, Evaluation methods and techniques, User Experience, Input devices
Abstract During this project a serious game was created, which included a pedagogical agent to teach middle schoolers about art concepts. The game is used to test if the option to customise the agent would have an effect on fun, knowledge gain, and how the player rated the agent. This game consists of five mini games and a character creator. The mini games each focused on teaching a specific art concept; perspective, image cropping, composition, genre, and colour blending. The player can cu
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Mots-clés : Serious Game
Comme convenu lors de notre précédent post, nous revenons avec des nouvelles concernant la parution d'un nouvel ouvrage de l'équipe Ludoscience : "Apprendre avec les Serious Games ?" Ce livre s'adresse notamment à tous ceux qui souhaitent enseigner ou former avec du jeu, numérique ou non. Il s'inscrit dans la suite logique de notre précédent ouvrage "Introduction au Serious Game" qui avait pour but d'initier le lecteur au
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Mots-clés : serious game, ouvrage, Edugame, Ludopédagogie, Serious gaming, Serious diverting, Serious Modding, jeu sérieux
Si les serious games font l’objet de nombreuses expériences de terrain dans l’enseignement primaire et secondaire, ils restent suspects aux yeux d’une partie de la communauté éducative. Que penser de leur potentiel éducatif ? Qu’en dit la recherche ? Quels jeux choisir et comment les utiliser en classe pour favoriser l’apprentissage ? Cet ouvrage répond à ces questions de manière claire et synth&eacu
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Mots-clés : Serious Game, Jeux sérieux, Apprentissage, Education, Ludopédagogie, Ecole, Edugame, Jouet sérieux
Ce livre est centré sur les Serious Games pour le secteur de l'éducation. Il s'adresse à un public d'enseignants ou de formateurs qui souhaiteraient utiliser des jeux, numériques ou non, auprès de leurs élèves, étudiants ou stagiaires. L'ouvrage présente tout d'abord les avantages et limites des Serious Games en classe, d'après les recherches scientifiques menées sur le sujet. Il présente ensuite des pistes prati
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Mots-clés : serious game, ecole, classe, education, canope, enseignant, formateur, guide pratique
AbstractThe advent of mobile phone with a multi-megapixel camera and autouploaders has democratised photography. Taking pictures and acquiring annotations is no longer an expensive task as it used to be. Yet performing these tasks in a systematically way is still very cumbersome for most users. In this paper, we outline two game mechanics that can be exploited for the purpose of large-scale image sensing and content annotation. Our first mechanic allows for better control over when, how and wher
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Mots-clés : game mechanics, photography