This article describes the CEPAJe model, which is used to design and evaluatean edutainment sequence. In concrete terms, it presents the CEPAJe model, and illustrates with examples of the use of serious games how it can be used to prepare, upstream, an educational sequence.how it can be used to prepare an edutainment session in advance.how it can be used to prepare an edutainment session upstream, and then to evaluate the session downstream, so that the activity can be the activity for the
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Keywords : Serious game, Play based learning, Evaluation, CEPAJe
The main objective of this study is to assess the reliability of the Blue Bot experiment by statistical means. This experiment was carried out in 2017 in France and was based on the reported performances of 230 pupils in 28 Year-1 1 classes for coding, decoding and programming. 35 teachers were involved in the Blue Bot project. This study aims at replying the following issue: Out of the various available modalities (body, robot and tablet), what types of performances were identified when five-ye
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Keywords : Robot-based pedagogy, Coding / decoding, Modalities, Comparative study, Programming design, Evaluation research, Serious games, Year 1 pupils
The Blue Bot project involved 230 five-year-old pupils of kindergarten in the Nord-Pas de Calais Region (France). The goal was to introduce them to coding, decoding and programming design. A ludopedagogy session was proposed with three main modalities: Body, Robot and Tablet. The statistical results confirmed the reliability of the scientific experiment and highlighted that the two modality combining Robot and Tablet recorded the highest performance scores in a pre- and posttest type evaluation
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Keywords : Robot, Pedagogy, Tablet PC, Comparative Study, kindergarten, programming design, Coding, Decoding
Edgar Dale’s pyramid is often associated with percentages by training organizations to promote active pedagogies. However, this model has a marketing origin and no scientific basis. It is therefore appropriate to turn to other models such as those of Agyris, Schön and Kolb (1984), which emphasize the importance of learning by doing. At the same time, by studying these different models, we can identify the extent to which the use of games and, by extension, serious games ar
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Keywords : Learning models, Serious Game, Evaluation
Abstract. In the idea of evaluating a Ludopedagogy sequence, it is necessary to have a systematic evaluative model taking into account different parameters: context, learner, useful dimensions, interactions, interactivities... It is in this dynamic that we proposed the CEPAJe model which proposes to cross five dimensions: the context, the teacher, the educational scenario, the learner and the game. In order to illustrate the use of the CEPAJe model, this article proposes to review three con
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Keywords : Evaluation, Serious Game, Serious Play, Serious Gaming, Ludopedagogy, Model, CEPAJe
Panneau de gestion des cookiesPasser au contenu principalRecherchVous êtes ici:AccueilCoursEnseigner avec les Serious GamesEnseigner avec les Serious GamesRéf. 08007CatégorieEducation et formationCatégorieNumérique et technologieDurée : 7 semainesEffort : 14 heuresRythme: ~2 heures/semaineAucune session ouverteCe que vous allez apprendreÀ la fin de ce cours, vous saurez :Découvrir la notion de « Serious Game » et les diffé
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Abstract:Business processes play a major role in the Information System (IS) domain. Business Process Management (BPM) approaches offer languages, methods and tools for modeling, execution and optimizing business processes. However, these approaches are often difficult to understand by the learners. In particular, the modeling phase often remains abstract, not consensual and complex to implement in real settings. In order ato better motivate BPM learners, several BPM's Serious Games (SG) has bee
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Keywords : Games, Companies, Training, Information systems, Business process management, Graphics, serious games (computing), business data processing
Abstract Serious games (SGs) are a very widespread training and evaluation device, employed in different sectors of school and adult education. In this study we aim to design and develop a SG for training and evaluating personals working in aseptic environment. We will present in this research the theoretical basis needed for that design process. We will define a holistic and united model (PEGADE), which describes the collaborative and optimal process to conceive SGs and which is constructe
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Keywords : Serious game, Serious game Design, Simulation, Gamification, Instructional Design, Virtual Reality
ABSTRACT Serious game provides an instructional tool to make the learning process more enjoyable, easier to memorize and effective. It combines pedagogy goals and game play to increase the participant interest and engagement compared to traditional methods. In this paper, we compare several methodologies of game design relative to our classification proposal; it can assist the analysis and evaluation of serious game design, we illustrate how this classification helps several actors of desi
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Keywords : Comparative Study, Serious Game, Learning, Game Design