This paper first presents the elaboration of the CEPAJe model, which aims at evaluating a pedagogical activity in a reflexive or non-reflexive way. This elaboration, uses a hypothetico-deductive approach and is based on the enrichment of the grid proposed by Sara de Freitas and Martin Oliver in 2006. In parallel, we convene the ESAR system of Denise Garon dating from 1985. In a second part, CEPAJe is described to understand its structure and its various dimensions. Finally, in a third part we pr
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Keywords : Serious Game, Game, Model, Assessment, Training, Teaching, Ludo-pedagogy, Activity
Panneau de gestion des cookiesPasser au contenu principalRecherchVous êtes ici:AccueilCoursEnseigner avec les Serious GamesEnseigner avec les Serious GamesRéf. 08007CatégorieEducation et formationCatégorieNumérique et technologieDurée : 7 semainesEffort : 14 heuresRythme: ~2 heures/semaineAucune session ouverteCe que vous allez apprendreÀ la fin de ce cours, vous saurez :Découvrir la notion de « Serious Game » et les diffé
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Abstract—Serious games constitute actually a recent and attractive way supposed to replace the classical boring courses. However, the choice of the adapted serious game to a specific learning environment remains a challenging task that makes teachers unwilling to adopt this concept. To fill this gap, we present, in this paper, a multi-agent-based simulator allowing to predict the impact of a serious game integration in a learning environment given several game and players characteristics.
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Keywords : Emotion, Learning process, Multi-agent simulation, Serious games
Les outils de modding créés depuis quelques années permettent aux joueurs de modifier leurs jeux vidéo de plus en plus facilement. On observe que les personnes qui ont modifié un jeu acquièrent à cette occasion des connaissances sur son fonctionnement et ses contenus. L'idée que nous développons ici est l'application de ce principe aux learning games, pour faire du jeu 2.0 un moyen d'appropriation des connaissances accessible à
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Keywords : Apprentissage collaboratif, Learning game, Modding
ABSTRACTBackground: The emergence of new technologies in the obstetrical field should lead to the development of learning applications, specifically for obstetrical emergencies. Many childbirth simulations have been recently developed. However, to date none of them have been integrated into a serious game.Objective: Our objective was to design a new type of immersive serious game, using virtual glasses to facilitate the learning of pregnancy and childbirth pathologies. We have elaborat
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Keywords : Serious game, Obstetric emergencies, Gynecology
Abstract Serious games (SGs) are a very widespread training and evaluation device, employed in different sectors of school and adult education. In this study we aim to design and develop a SG for training and evaluating personals working in aseptic environment. We will present in this research the theoretical basis needed for that design process. We will define a holistic and united model (PEGADE), which describes the collaborative and optimal process to conceive SGs and which is constructe
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Keywords : Serious game, Serious game Design, Simulation, Gamification, Instructional Design, Virtual Reality
Abstract Being exposed to serious games showed that some simulations widely vary in quality and learning outcome. In order to get to the bottom of best practices a detailed review of business management simulation literature was conducted. Additionally, an industry analysis was performed, by interviewing 17 simulation companies, testing a range of full and demo games, and conducting secondary research. The findings from both research efforts were then collated and crossreferenced against ea
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Keywords : Business Management Simulation Game, Technology Enhanced Learning, Serious Gaming, Best Practice
AbstractIn 2010 the eruption of the Icelandic volcano Eyjafjallajökull paralyzed a large part of the European air traffic. Results were massive restrictions in the European and intercontinental air traffic. Even after canceling the aircraft grounding, airport operators, airlines, air traffic controllers, and ground handlers had to deal with the situation that the aircraft and crews were not in the places where they should have been for the correct execution of the flight plan. To
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Keywords : Air traffic management, Decision-making, Serious games
Abstract. This paper presents the findings from a study aimed at understanding whether video games (or serious games) can be effective in enhancing volcanic hazard education and communication. Using the eastern Caribbean island of St. Vincent, we have developed a video game – St. Vincent’s Volcano – for use in existing volcano education and outreach sessions. Its twin aims are to improve residents’ knowledge of potential future eruptive hazards (ash fall, pyroclastic
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Keywords : Volcanic, Serious game, Videogames
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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Keywords : Game-based learning, Gamification, Learning programming, Online programming platform, Programming contest