Abstract: Serious games are part of the new emerging world of education environment that is based on sophisticated technology with elements of entertainment. They have been seen as good supplements for supporting the learning processes due to their capability to increase visualisations and challenge the student creativity. They have the potential to significantly improve training and education activities and initiatives. As a part of serious computer games, business simulation games support
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Mots-clés : Serious Games, Business Simulation Games, e-learning, Problem-Based Learning, Education
Serious Games are becoming increasingly popular. In all domains they are used to transfer content to players by mixing learning with pleasure in order to make teaching more easy and fun. However many of them are designed in an ad-hoc way without structure. Several research efforts have been conducted to tackle this deficiency and to improve the design of these games. Despite the vast literature, the domain is still in its infancy and scattered. Serious games offer great opportunities for le
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Mots-clés : Serious games, Educational Business Game, Educational Game Design Framework, Educational Game Design Checklist, Game evaluation
Journée e-santé : les présentations sont disponiblesVous pouvez télécharger ci-dessous les différents supports de présentation de 12 conférences de la Journée e-santé proposée par le GCS e-Santé Bretagne et Orange le 15 octobre dernier.« Aux frontières du réel » : quand le virtuel permet de guérir, d’éduquer, de préparer le patientL’utilisation
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Mots-clés : Serious Game, Santé, e-santé
Intervention de Jean-Christophe Duflanc lors du salon virtuel de l’OnisepUtiliser les serious games dans les apprentissages - 7 octobre 2015 - Canopé Lien vers la vidéo de la présentation Lien vers la présentation PPT
Mots-clés : Serious Game, Education
Abstract. This paper presents “A Day In The HOspital”, a Digital Serious Game aiming at providing a technological tool for both evaluating and training ethical skills of medical staff personnel. During the game, the player interprets the role of a physician who has to perform a decision-making process that involves his ethical and medical skills. Usability and sense of Presence have been assessed through a specific post-game Likert-questionnaire. In order to evaluate the potenti
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Mots-clés : Digital Serious Game, Biomedical Ethics, Virtual Reality, Virtual Environments, Decision Making, Medical Training, Ethical Evaluation, Collaborative Training
Abstract: Games are increasingly being used in educational contexts. The view of some game educationists is that games are able to effectively fulfil the requirements of a constructivist learning pedagogy. It is suggested, for example, that games are useful at representing complexity and often possess mechanisms that make learning more effective through mimicking behaviours required for study. This includes such elements as a call to focus, increasing levels of difficulty of skill, repetit
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Mots-clés : Game-based learning, Neuroscience, How to learn, Primary school
Serious games have become a motivational engine to get knowledge, skills and fun at the same time. First of all, the player has to feel that he is play-ing a game where the learning is only a consequence of the playing actions and it is essential to use reliable sources of information to design them in order to obtain the desired results. In this paper, we propose the design and development of a serious game as learning tool and generator of interest about Tourette syndrome in a web-based enviro
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Mots-clés : Attitudinal change, Computer-based training, Empathy, Entertainment, Game-based learning, Instructional technology
Abstract:This paper presents the evolving embodiments of “A Virtual Laboratory”, a VR-based videogame simulating an experiment of medical distillation in a medieval alchemy lab. Players are encouraged to acquire the knowledge needed to master the operations to be performed by consulting the digital representation of an ancient treatise on distillation hosted at the Gunnerus Library of Trondheim, The game is part of a larger project called MUBIL aimed at disseminating the knowled
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Mots-clés : Serious Games, Library, Virtual Environment, Immersion, Interaction, Learning
Abstract:Continuous developments in the web and computer technologies along with an increasing availability of game engines contribute to an expansion of techniques that bridge culture and education with gaming. In addition, open linked data technologies pave the way towards the semantic web of the future by exploiting the abundance in data availability. In this work we present an innovative and content-dynamic web-based framework, which relies and exploits the rich content of distributed web cu
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Mots-clés : Games, Three-dimensional displays, Engines, Cultural differences, Buildings, Virtual environments, Navigation
Abstract The continuous development of web services and computer infrastructures complemented by the increasing availability of game development software engines, contribute to an on-going expansion in the release of serious games (SG) in diverse areas, ranging from entertainment, cultural heritage (CH), education, artificial intelligence (AI), sociology, military to health systems [1]. In this sense SGs can be thought of as bridging culture and education with gaming. By utilizing contempo
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Mots-clés : Cultural heritage, Serious Game