This article deals with serious game design methods. More specifically, it focuses on the following question: is there any universal series of steps to design a serious game? Or is the availability of several different design methods unavoidable? To try to answer this question, we will study a corpus of ten design methods suited to Serious Games. Most of these theoretical tools are coming from or aimed to industry professionals. This literary review will allow us to perform a comparative
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Keywords : game design, serious game, methodology, generic model
Abstract : This thesis begins by questioning the legitimacy and durability of the serious game. For this, we propose to explore both Serious Game and Serious Play. Indeed, the association of Game Studies and Play Studies is, in our opinion, a complementary and necessary approach to hope to conduct such analysis. These aspects specified, this thesis explores the possibility of using game to assign to it utilitarian objectives. The concepts of Serious Gaming, Serious Game design, Gamification
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Keywords : Gamification, Game Based Learning, Serious Game, Serious Gaming, Serious Play, Serious Playing, Ludopedagogy, Ungamification
ABSTRACT This paper presents a comparative study of cognitive mediations at work in the scope of pedagogical device dedicated to introduce robotic/computer science to learners of last section of kindergarten (5-6 years old). The device used for the experiment is a robot named «Blue Bot» and presents three modalities in the scope of proposed serious games: the body, the robot and digital tablet. This study highlights on how mediator-in
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Keywords : Serious Game, robot pedagogy, Cognitive mediation, Activity analysis, Last section of kindergarten
As explained in the general introduction, experience design implies an "experience to be lived" (Vial, 2015) where the subjects "interact with their natural and artificial environment". If we can easily imagine a "natural" or "artificial" environment, there is an in-between proposed by the game. Neither totally "natural" because it can rely on artifacts, nor totally "artificial" because some animals pla
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Keywords : Serious Game, Design Game, Game design, Gamification, Ungamification, Serious Game design, Serious Play design
PRESENTATIONAs part of the work of Groupe de travail n°7 "Immersion numérique et virtualité" ("Digital immersion and virtuality") of the Digital Projects Incubator Group of the Direction du numérique pour l'éducation, we offer you the second webinar in our cycle "Réalité virtuelle et serious game dans le cadre de l'enseignement et de l'apprentissage" ("Virtual reality and serious games in teaching and learning"
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Keywords : Serious Game, Game, Game based learning, Immersion, Virtual Reality, Video games
Let’s explore the types of games that can be applied for gamification.Let’s understand the definition of gamification.Let’s find out the historical background of gamification.Let’s figure out how gamification is associated with the experience economy and the behavioral economics.Let’s understand the effects of gamification on learning and education.Reference (1) : Djaouti, D., Alvarez, J., Jessel, J. P., & Rampnoux, O. (2011). Origins of serious games. In M
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Keywords : Game, Gamification, Definition, Experience economy, Behavioral economics, Effect
Smart Game Based Learning System (SGBLS) design is a complex area. It requires the intervention of multiple actors with specific skills and expertise. Unfortunately, novice game designers who do not have necessary competency inspired from both educational and video games systems cannot successfully create SGBLS. For that, they have to acquire specific skills and expertise in an efficient and active pedagogical manner. To solve this problem, there are several existing techniques, among them learn
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Keywords : Smart Game Based Learning System (SGBLS), Game design
With the advent of interactive media, learning by playing is taking a variety of forms. Serious game, this term may seem contradictory, in reality it reflexes a very current reality, it rests on the video culture playful learners. This type of games is appropriate for investing in classrooms, the idea is to make learning more interactive and motivating. They have been developed to enable learners to build their own knowledge, skills and knowhow to develop highlevel skills to deal with
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Keywords : Serious Games, Education, Game, Learning, Video game
Abstract A Serious Game (SG) is a virtual process designed for the purpose of real-world problem-solving. In SG analytics studies, learning processes are tracked using diverse techniques to support the personalization of instruction. However, it is a challenge to find potential meanings of each parameter of the tracking logs and define an appropriate indicator for a user’s behavior. Game tracking logs often only provide limited information regardless of a game context. Therefore, rese
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Keywords : Serious games analytics, Visualization, Learning path
Based on the FEPES project (First European Parliament Elections Simulator), this paper seeks to contribute to the growing field of research and experiments dealing with political sciences digital games. Awareness and democratic participation to the European union are significant and critical social issues. Digital narrative-based learning offers a means of raising citizens’awareness and in engaging them in participating to the democratic life of the European Union. An online survey was con
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Keywords : Serious Game, European Parliament, Political sciences digital games, Game