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
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
Cette présentation s’inscrit dans le cadre d’une démarche globale visant in fine à évaluer quels types d’accompagnements et dans quelles proportions un formateur pourrait avoir besoin lorsqu’il convoque le jeu comme médiation. Pour cela, il convient selon nous de commencer par établir un premier modèle pour évaluer la situation initiale d’enseignement ou de formation utilisant le jeu comme médiation. Pou
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Mots-clés : Apprentissage par le jeu, Médiation, Evaluation, Accompagnement, Ludopédagogie
La ludopédagogie c'est l'idée d'utiliser le jeu pour former. Mais, est-il possible d'évaluer sa ludopédagogie ? Voici une proposition de modèle, qui s’appuie notamment sur les travaux initiaux de Freitas et Oliver (2006). De manière synthétique, le tableau suivant résume le modèle évaluatif CEPAJe que nous proposons : Ce modèle est une grille à double ent
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Mots-clés : Serious Game, Ludo-éducatif, Ludopédagogie, Evaluation, Jeu Sérieux, Education, Formation, Analyse
===================Résumé de l'intervention =================== Présentation du modèle CEPAJe devant un public entreprises, consultants et chercheurs. Le modèle CEPAJe vise à évaluer une activité prenant le jeu comme médiation pour former, communiquer ou collecter des données.L'échange avec le public avait pour but d'éprouver le modèle et de recueillir des suggestions d'améliorations. 
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Mots-clés : Serious Game, Modèle, Evaluation, Activité, Jeu sérieux
Abstract:This study presents a tool which supports the exploration of the landscape of ancient Amphipolis. Users can navigate into the landscape using an animated Pegasus cartoon and they are guided by an ancient philosopher cartoon. Once a student reaches a point of interest teaching material of various forms (i.e. text, images, video and external sources) appear. Following, the study of the material, students can take up a quiz to test their knowledge. The application has been evaluated with t
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Mots-clés : 5G mobile communication, Artificial intelligence, FAA, Three-dimensional displays, Conferences, Iron
Serious Games are becoming increasingly popular. In all domains they are used to transfer content to players by mixing learning with pleasure in order to make teaching more easy and fun. However many of them are designed in an ad-hoc way without structure. Several research efforts have been conducted to tackle this deficiency and to improve the design of these games. Despite the vast literature, the domain is still in its infancy and scattered. Serious games offer great opportunities for le
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Mots-clés : Serious games, Educational Business Game, Educational Game Design Framework, Educational Game Design Checklist, Game evaluation
Abstract. This paper presents “A Day In The HOspital”, a Digital Serious Game aiming at providing a technological tool for both evaluating and training ethical skills of medical staff personnel. During the game, the player interprets the role of a physician who has to perform a decision-making process that involves his ethical and medical skills. Usability and sense of Presence have been assessed through a specific post-game Likert-questionnaire. In order to evaluate the potenti
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Mots-clés : Digital Serious Game, Biomedical Ethics, Virtual Reality, Virtual Environments, Decision Making, Medical Training, Ethical Evaluation, Collaborative Training
Virtual Reality technology is increasingly used for game based learning application, i.e. Digital Serious Games. Simulating reality serious games improve technical skills in different fields and it is often used in medical area. In this research is described “A Day In The HOspital” (ADITHO), a serious game aiming at increase the process of decision making in young physicians through a training that reproduce a realistic clinical situation. In ADITHO the player, from a first person pe
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Mots-clés : Digital Serious Game, Medical Ethics, Medical Training, Virtual Reality, Problem Based Learning, Decision Making, Physician-Patient Relationship
There are currently a number of models, frameworks and methodologies for serious games analysis and design that provide useful interpretations of the possibilities and limitations offered by serious games. However, these tools focus mostly on high-level aspects and requirements and do not help understand how such high-level requirements can be concretely satisfied. In this paper, we present a conceptual model, called Activity Theory-based Model of Serious Games (ATMSG), that aims to fill this ga
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Mots-clés : Serious games, Educational serious games, Serious games analysis, Serious games design, Activity theory