This article investigated whether it is possible to establish correspondences between game mechanics and particular cognitive stimulations. There are many challenges to prevent and treat cognitive decline with aging or neurocognitive disease. Observing difficulties to establish such correspondences in the scientific literature, we proposed to move away from “classification by genre” or any other type of taxonomy that deviates from the framework of the “Rules/Formal schemas&rdqu
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Mots-clés : video games, serious games, game mechanics, cognitive functions, executive functions
P0627THE PERIODIC TABLE FOR VIDEO GAME ANALYZISCHEMISTRY AND EDUCATION2. Tools in chemistry educationJ. Alvarez 1.,*Recherche Dept. / Université Polytechnique Hauts-de-France - Devisu - Lille (France)*Corresponding author(s).Email: julian.alvarez@espe-lnf.fr (J.Alvarez)Abstract This communication aims to present a formal deconstruction of video games in the form of various elementary elements called "Gameplay Bricks". To understand these elements and stu
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Mots-clés : Atomic Approach, Gameplay, Taxinomy, Formalism, Periodic Table
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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Mots-clés : Smart Game Based Learning System (SGBLS), Game Design
AbstractCreating serious games calls for a multidisciplinary design team, including game developers, subject-matter experts, pedagogical experts, and narrative designers. However, such multidisciplinary teams often experience communication and collaboration problems due to differences in terminology, background and the concerns of the people involved. As one step towards solving this problem, we developed a modeling language for authors of serious games to specify both the story and the pedagogi
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Mots-clés : Serious games, Narrative, Pedagogy, Domain specific modeling language, Modeling, Controlled natural language, Graphical notation, Simulator
In this paper, we propose an environment to support collaborative modding, as a new way to learn a subject. Modding can be defined as the activity to modify an existing game with dedicated tools. In a constructivist approach, we base our work on the assumption that modding a learning game can help learners to acquire the concepts of the subject concerned. We also think that modding in collaborative settings can help learners both to learn the subject and to learn to collaborate. We first propose
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Mots-clés : Modding, Game development kits, Learning game 2.0, Collaborative learning
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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Mots-clés : Apprentissage collaboratif, Learning game, Modding
Data Modeling (DM) is an important area in the Information System (IS) learning. In particular, in the IS analysis phase business analysts need to provide a comprehensive notation to avoid misunderstanding between software engineers and customer. Teaching DM is a challenging task, mainly because it lays great emphasis on theory. It remains often abstract, not consensual and complex to implement in real setting. In order to better motivate learners, this paper aims to assess the integration of Se
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Mots-clés : Serious Games, Gamification, Innovation Minitrack, Data modeling learning, INNOV8, IS learning, Teaching DM
Summary Digital Serious Games (SGs) are gaining increasing importance as educational and training tools. However, there is still a long way to make them widely deployed. On the one hand, balancing fun and educational elements in a SG is not trivial and requires understanding how these games can be designed to support effective and efficient learning. On the other hand, actual development can be costly and time-consuming, involving large teams of people from different backgrounds, who often
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Mots-clés : Serious Game, Learning
Abstract : Nos travaux de recherche se situent principalement dans le domaine des Environnements Informatiques pour l’Apprentissage Humain (EIAH). Les apprenants ont aujourd’hui accès à des plateformes éducatives sociales de plus en plus perfectionnées et complexes, et à un ensemble de ressources variées. Dans ce contexte, nos travaux visent à proposer des modèles et environnements informatiques pour
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Mots-clés : EIAH, Engagement utilisateur, Environnements réflexifs, Ludification adaptative, Analyse de traces
Abstract:There has been a constant increase in the number of serious games. In recent years, they have become extremely important within the scientific community and their repercussions on industry have been reflected in exponential growth in terms of their economic impact. The term serious game covers an extremely wide range of video games all with very different purposes and with many different areas of application. One of the most prolific areas is the field of education and many research pap
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Mots-clés : Games, Unified modeling language, Proposals, Education, Avatars, Software, Adaptation models