=================Résumé de la conférence================= Datagame : Crowdsourcing Métriques & Traces Cette présentation a pour objectif de présenter le concept de Datagame, une catégorie de Serious Game associé à des échanges de données. Les Datagames nous renvoient notamment au concept de Crowdsourcing qui sera expliqué. Ces éléments expliqués, il conviendra de comprendre c
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Mots-clés : Datagame, Serious Game, Base de données, Métriques, Traces
Résumé : À travers l’analyse de données issus de questionnaires renseignés par les enseignants et élèves usagers, par des observations dans les classes et l’analyse de forums dédiés, notre contribution tentera de cerner les conditions et contraintes, en particulier didactiques, de l’usage d’une plateforme de jeux sérieux déployée dans la région française PACA dans une trentai
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Mots-clés : Jeux sérieux, Plateforme collaborative, Collège, Didactique des mathématiques
AbstractVideo games possess many unique features that facilitate learning. Meanwhile, teaching about evolution is never an easy task due to the existence of some barriers to its learning.Virtual Age, therefore, has been developed in an attempt to harness the power of gaming to increase student understanding of biological evolution. The aim of this study was to examine whether Virtual Age is effective for learning about evolution and to further explore the interplay of student concept l
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Mots-clés : Secondary education, Applications in subject areas, Interactive learning environments, Teaching/learning strategies, Virtual reality
Les Objets Communicants dans l'écologie des enfants 0-12 ans2015-04-07 10:38 par Carole Boubila-ChamfeuilJournée du 7 avril 2015Amphithéâtre François Furet, EHESS, 105 boulevard Raspail, 75006 ParisLe marché des objets communicants, les jeux et l'éducation9h Ouverture par Philippe Lemoine• Président du Forum d’Action Modernités,Président du Forum Internet Nouvelle Génération (FING),Me
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Mots-clés : Serious Game, Pédagogie, Objets Communicants
Research oriented teaching in universities provides opportunities to support the student's desire to explore. A student's learning success can benefit from gamified project work, especially when students face self-guided learning processes in demanding educational activities. Gamification is defined as the use of game elements in a non-game context. Games offer the chance to improve the motivation of students, support group work, train communication skills and introduce the capacity for experime
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Mots-clés : Gamification, Serious Game, University Education, Learnstrument, Lego
This qualitative research is part of a learning effort to better understand how serious games are exploited in a science education context. The research team examined this issue by focusing on augmented reality as a technological innovation imbedded on a tablet. Given the current state of knowledge related to serious games and augmented reality, and given the fact that its use in the context of teaching/learning is not extended, this paper focuses on an initial exploration of how a new teaching
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Mots-clés : Mobile learning, Augmented reality (Réalité augmentée), Serious games, Design-based research, Physics
AbstractIn learning environments, appropriate objectives are needed to create the conditions for learning and consequently the performance to occur. It follows that appropriate metrics would also be necessary to properly measure what actually constitute performance in situ (within that environment), and to measure if learning has indeed occurred. Serious games environments can be problematic for performance measurement because publishers often posit the game would automatically facilit
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Game-based learning has the potential to improve the education and performance of engineers and decision makers in the systems engineering field. This paper reviews the arguments for the use of educational gaming, with particular attention to the aspects of game-based learning that are well suited to tackling the complex sociotechnical systems engineering problems that currently are trusted only to experts with years of experience. It also describes the development of an educational game, Space
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Mots-clés : systems engineering education, systems thinking, educational games, game-based learning
Human wellbeing, in a large component, relies on the harmony between the body and the mind. Unfortunately, we often miss or ignore important signals from our bodies, and sometimes this can negatively impact our health. Therefore, the use of intelligent systems that grasp such signals and convey them in an intuitive manner to our minds can result in great health benefits. In this Thesis, we introduce a family of multimedia technologies and techniques aimed at realizing such systems. We call them:
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ABSTRACT In this thesis, I will research into how player motivation is achieved and how it can be a powerful factor in creating a bonding between the player and the game world and how that can be achieved in an educational title in order to stimulate learning for the player. This thesis will also present the development of a prototype and its evolution into a game based on user feedback, all to have young children learn and understand mathematics, more specifically arithmetics, much easier.
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Mots-clés : Learning