Background: Serious games are computer or video games that contain elements that are specifically designed for the purpose of education or training. Serious games are increasingly being used within healthcare, but their introduction into and application in psychotherapeutic settings as an e-mental health treatment modality raises questions for both patients and therapists. Current research demonstrates the potential role and effectiveness of serious games within a psychotherapeutic context.
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Mots-clés : e-mental health, patients' and therapists' viewpoint, psychotherapy, serious games
Objective: Serious games are becoming popular in various healthcare domains. However, they should be designed to cater toward learners' perspectives, needs, and specifications in order to be used to their full potential in education. This study investigated the gaming experiences, motivations, and preferences of pharmacy students.Materials and Methods: An anonymous self-administered survey obtained participant demographics, gaming experiences (enjoyment level of different game genres,
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The main research question addressed in this thesis is how the choice of game type influences the success of digital educational games (DEG), where success is defined as significant knowledge gain in combination with positive player experience. Games differ in type if they differ at least by one game feature. As a first step we identified a comprehensive set of unique game features, summarised in the Game Elements-Attributes Model (GEAM), where elements are the defining components that all game
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Mots-clés : digital educational games (DEG), Game Elements-Attributes Model (GEAM), Jeux vidéo, Classification
L'IDATE met à disposition gratuitement l'étude sur les Serious Games parue en 2010. Il s'agit de la 2e édition qui succède à celle de 2008.Cette 2e édition présente les différents marchés du Serious Game à partir d'une analyse systématique des technologies, des usages et des métiers, en détaillant particulièrement les étapes clés de la conception, du développement
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Mots-clés : Serious Game, Marchés, Etude économique, Industrie, Santé, Education, Communication, Défense
Abstract:Gamification is a new form of approach that is being looked into in the world of education. With its game elements that relates to the needs of the current generation of users whose life is entangled in the world of technology. Yet the use of technology is not a one size fits all deal; thus it is important to identify how certain gamification elements influences students. This is vital point that needs to be understood before endeavouring further into the infusion of gamification in edu
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Mots-clés : secondary school, student achievement, gamification element, science learning
AbstractThis paper focuses on the analysis of serious games. We analysed and evaluated serious games, and particularly their training aspect, based on the classification method of Djaouti et al. (2011b). Further, we evaluated existing training games and based on the results developed a civil defence training game for Korea. The game has been designed to train professional civil defence personnel based on pedagogical features of serious games for training. This research can serve as the groundwor
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Mots-clés : Serious games, Pedagogical features, Civil defence training, Training games, Game-based training, Safety education
Abstract—Serious games are present today in several fields such as education, government, health, defense, industry, civil security and science. In our research we are particularly interested in serious games used in education since they have become an essential part of the learning process and one of the main pedagogical tools used for diffusion of educational messages. So the use of serious games in an educational context can motivate students and stimulate their interest as they fit int
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Mots-clés : Assessment Grid, Education, Serious games, SG-LOM
Résumé : The article is dedicated to trending topic on gamifi cation of education. Nowadays video games and game technologies are important parts of modern educational technologies. The aim of the study is to develop mechanism for determining the possibility of using video game mechanics in gamifi cation. The authors described the classifi cation of video games and game mechanics based on literature review of English and Russian authors. The new evaluation method based on the
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Mots-clés : Gamification, Education, Genre jeu vidéo, Classification, Mécanique de jeux, Gameplay, Méthode d'évaluation, Etat de Flow
RESEARCH OBJECTIVE: The aim of the article is to present the phenomenon of gamification and to analyse the benefits connected with the introduction of the education methods and tools based on gamification systems. THE RESEARCH PROBLEM AND METHODS: The article provides examples of universities in which gamification courses (based on gamification systems) were introduced as part of their teaching programmes. Next, it identifies and analyses benefits resulting from the implementation of this
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Mots-clés : Education, Game, Gamification, Initiative
Introduction au numéro spécial « Évaluation dans les jeux sérieux » Editorial Pierre-André CARON (Université Lille 1, CIREL), Sébastien GEORGE (Université du Maine, LIUM), Julian ALVAREZ (Université Lille 1, CIREL) 1. Introduction et contexte du numéro spécialDepuis 2002, les jeux sérieux suscitent un engouement croissant par les
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Mots-clés : Serious Game, Jeux Sérieux, Evaluation