On the work market and for corporate recruiters, soft skills have become increasingly sought-after. Technical skills are always present, but they are no longer sufficient on the employment market. As part of this dynamic, serious games can be used as tools to work more specifically on managerial skills. After underlining the importance of these skills, we propose a selection of titles and a critical look at games that can stimulate and reinforce them.
Keywords : managerial skills, education, game, play, serious game, soft skills
Video games are becoming an increasingly important part of children’s daily leisure activities. Their use as an educational tool seems to be a good way to combat the decline in motivation and the loss of meaning in learning that has been observed among students. The constructionist approach proposed by Papert aims to explore the creation of video games by learners. Several studies have shown that it is associated with the development of computational thinking. However, a recent meta-analys
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Keywords : Serious Game, Game design, Constructionism, Computational Thinking, 21st century skills, Ludopedagogy, Edutainment
The aim of this presentation is to explain the social constructs and subjective perceptions associated with games. This necessarily leads to limitations in classifying games, whether at artifact or player level. In this way, we can understand why classification by Gameplay Brick (artifacts) or via the ESAR system (players) are unable to categorize games. To demonstrate this, an activity was proposed during the conference: ask participants to play games and come up with skills that could be assoc
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Keywords : Game, Play, Taxinomy, Evaluation, Classification, Subjectivity, Social construct, ESAR
In the context of serious games, this chapter asks whether it is possible, in a formal situation, to superimpose utilitarian and game objectives while preserving both parties. We hypothesize that the answer to this research question is affirmative. To verify this, we are studying it from two angles: that of the artifact (Serious Game) and that of the activity (edutainment session). In our attempt to test our hypothesis, using an edutainment session based on a video game, we have identified a rec
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Keywords : Edutainement, Serious games, Serious Gaming, Instrumentalization, Video games, Mediation, Learning, Ludopedagogy
In the context of serious games, this chapter asks whether it is possible, in a formal situation, to superimpose utilitarian and game objectives while preserving both parties. We hypothesize that the answer to this research question is affirmative. To verify this, we are studying it from two angles: that of the artifact (Serious Game) and that of the activity (edutainment session). In our attempt to test our hypothesis, using an edutainment session based on a video game, we have identified a rec
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Keywords : Edutainement, Serious games, Serious Gaming, Instrumentalization, Video games, Mediation, Learning, Ludopedagogy
Interview with Julian Alvarez, PhD in Information and Communication Sciences, specializing in Ludopedagogy, Serious Game & Gamification at Immersive Factory and the University of Lille. Communities and companies committed to the PNNS charter, and more broadly, structures that work in the field of prevention in health nutrition, implement health education actions with different audiences. By definition, a serious game is a mix between serious content and a fun scenario. It can be a learn
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Keywords : Serious game, Health, Health game, Gamification, Nutrition
The aim of this chapter is to determine whether the Serious Game is a human invention. To answer this question, we propose to check whether both Serious Game and Serious Play can be found in the animal kingdom. If such a census proves negative, then we can conclude that the Serious Game could indeed correspond to a human invention. If this were not the case, then Serious Play would be better regarded as inter-species activities. This would then lead us to study whether it is possible to identify
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Keywords : Serious Game, Serious Play, Social Play, Play object, Solo Play, Animal behavior, Invention, Innovation
The aim of this conference is to present different strategies for using play as an instrument in edutainment sessions. At the same time, the limits and counter-effects of such approaches are outlined. Finally, an evaluative model is presented to highlight the different dimensions to be taken into account when designing and running an edutainment session.
Keywords : Serious game, Mediation, Ethics, Ludopedagogy, Evaluation, CEPAJe, Gamification, Colectyng
This chapter presents two socio-technical systems that combine the use of serious games, especially digital ones, with design thinking. The aim of this approach is to test whether such a combination is possible. To this end, we conduct a comparative study of two serious games in which we were involved. Through a reflexive approach and by mobilizing surveys and field studies, the approach is not only feasible, but also allows for a good complementarity between game phases and design thinking. How
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Keywords : Serious games, Serious Play, Design Thinking, Edutainment, Video games, Activities, Game Design
The aim of this chapter is to present a range of terms and concepts: “Ludopedagogy”, “Serious Game”, “Gamification”, “Ludification”, “Ludicisation”, “Serious Toy”, “Serious Gaming”, “Degamification” and “Toyification”. They are all related to “ludopedagogy”. To contextualize what we're saying, we'll use an artifact - a sponge - as a support. The aim of this approach is to show
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Keywords : Ludopedagogy, Serious game, Gamification, Serious Gaming, ,Gamification