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 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 purpose of this article is to propose a model to help trainers assess the player profiles they are likely to encounter among their learners. The goal is to maximize the chances of making an edutainment session as effective as possible. This approach resulted in a first iteration of a model. This model was built and derived based on statistical analysis of 1,126 individuals who completed a questionnaire about their communication personality, age, gamer profile, and weekly play time. Using thi
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Keywords : Profiles, Players, Personnality, Learners, DiSC Model, Bartle's Typology
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
These end of year celebrations were an opportunity to test the game Spirit of the North on PS5. The winter atmosphere was a good context to do that. The game proposes to play a fox whose missions are related to a spiritual quest.The search for paths to take in Scandinavian landscapes is at the heart of the gameplay. What was our surprise to discover underground paths not foreseen by the game designers. These passages allowed us to discover the other side of the scenery modeled in 3D and a series
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Keywords : video game, Game, Game design, Bug, Fox
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
Abstract. This research studies the relationship that is established between a physical place (a museum and its works, in this case the Palais des Beaux-Arts in Lille - France) and its visitors, when the wandering is accompanied and guided by a tablet device. The dedicated application it supports, Muséo+, has been designed following a design for all approach and has been tested with 130 autistic, intellectually impaired, deaf, precocious and without handicap children. The study focu
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Keywords : Virtual reality, Augmented reality, Serious game, Museum, Game, Interaction
Abstract : This thesis begins by questioning the legitimacy and durability of the serious game. For this, we propose to explore both Serious Game and Serious Play. Indeed, the association of Game Studies and Play Studies is, in our opinion, a complementary and necessary approach to hope to conduct such analysis. These aspects specified, this thesis explores the possibility of using game to assign to it utilitarian objectives. The concepts of Serious Gaming, Serious Game design, Gamification
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Keywords : Gamification, Game Based Learning, Serious Game, Serious Gaming, Serious Play, Serious Playing, Ludopedagogy, Ungamification
BLUE BOT PROJECT Serious digital games are attractive educational tools and resources which are undoubtedly relevant in appropriate contexts and situations (Alvarez et al., 2016). Faced with growing screen consumption by young children and its dangers on the development of several capacities, the exposure of kindergarten children is questionable (Tisseron, 2013). In order to benefit from the potential of serious digital games, without achieving overexposure to the screen, the use of toys su
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Keywords : Serious Game, Robot
The use of Serious Games (SG) in the health domain is expanding. In the field of Neurodegenerative Diseases (ND) such as Alzheimer’s Disease, SG are currently employed to provide alternative solutions for patients’ treatment, stimulation, and rehabilitation. The design of SG for people with ND implies collaborations between professionals in ND and professionals in SG design. As the field is quite young, professionals specialized in both ND and SG are still rare, and recommendations f
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Keywords : Serious games, Ergonomic criteria, Game design, Alzheimer Disease, Mild cognitive impairment