The recognition of facial expressions is important for the perception of emotions. Understanding emotions is essential in human communication and social interaction. Children with autism have been reported to exhibit deficits in the recognition of affective expressions. Their difficulties in understanding and expressing emotions lead to inappropriate behavior derived from their inability to interact adequately with other people. Those deficits seem to be rather permanent in individuals with auti
[...]
Dans cette revue de littérature sont abordés les impacts des jeux vidéo et sérieux en termes de potentiel éducatif et d'apports pour la formation et l'apprentissage. Après avoir définit les jeux vidéo et sérieux les auteurs examinent successivement les dimensions... References (1): Alvarez, J., Du jeu video au serious game : approche culturelle, pragmatique et formelle, Thèse de doctorat, Spécialit&
[...]
Abstract Social, economic and global changes make it difficult to predict what the future might hold. Creativity is one possible response to these changes. Indeed, creative skills enable students to face the complex nature of life. As a result, creativity has become significant in education, and is regarded as an important objective to be addressed in the curriculum. Nevertheless, creativity is not always promoted in schools. Rather, there are those who claim that many educational systems hinder
[...]
Mots-clés : Creativité, Game-Based Learning, Game design
In this paper we proposed a gamification methodology for Korean language education. We suggested gamification elements that increased the fun factor and induced immersion by analyzing the successful gamification cases which can be classified into three types; management, Implementation, and self-expression. Then, we analyzed Korean learning theory and methods to extract four key aspects, listening, speaking, vocabulary and culture from eight Korean learning function. Finally, by using Korean Wav
[...]
Mots-clés : Korean wave, Korean language, Korean learning, Gamification, Game, Education, Learning
Despite the growing interest in interactive storytelling techniques, their actual applications to traditional gameplay design remain to be investigated. However, many game designers have expressed concerns about the incorporation of such generative techniques in traditional game titles, mainly because of the lack of control they will have over dynamically generated content. This paper proposes an authoring tool allowing game designers to formalize, visualize, modify, and validate game level solu
[...]
Mots-clés : Cultural Heritage , Game Level Design, Gameplay, Serious Game
There is not a lot of data available yet in which way Serious Games are integrated in medical education. A lot of different opinions and concepts are discussed concerning in which way Serious Games can be effectively integrated in the medical curriculum. In this article we developed criteria for the implementation of Serious Games for Health in the medical education. 29 Serious Games for Health were tested to their applicability for undergraduate medical education. Six games seem to be suitable
[...]
Mots-clés : Medical games, Medical education, Health game, Health, Santé
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
[...]
Mots-clés : Modding game, Development kits, Learning game 2.0, Collaborative learning
Résumé : Les Serious Games sont des jeux vidéo qui n’ont pas pour objectif premier le divertissement et qui peuvent être utilisé pour l’enseignement. Pertinents dans de nombreux domaines d’éducation, ils posent pourtant des problèmes liés à leur création fastidieuse et coûteuse en moyens et en temps. Dans cette thèse, nous nous intéressons tout particulièrement aux Serious
[...]
Mots-clés : Ingénierie, Education, Jeux éducatifs, Outil auteur, Méthodologie, Modélisation, COI
Abstract: When we talk about video game, we observe that people who modified it are those who best knows its content. Thus we can consider game modifications as a way of knowledge appropriation. In this paper, we apply this model to learning games, positioning the research project in a Web 2.0 approach. If the content of a game can be learned by playing it, it can be more deeply understood by making this game evolving. The Web 2.0 is not defined by its technologies, but by the way of using
[...]
Mots-clés : Modding, Game development kits, Learning game 2.0, Collaborative learning
ABSTRACT The focus of this chapter is how video games can be utilized for instructional purposes, specifically in the STEM areas (Science, Technology, Engineering, and Mathematics). Gaming, as an instructional tool, enables educators to create participatory learning activities, assess understanding of complex and ill-formed situations, facilitate critical thinking and problem solving capabilities, and ensure active engagement across the learning continuum for all students. How to use it ef
[...]
Mots-clés : Video games, Learning