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
This chapter describes the CEPAJe model, which is used to design and evaluate an 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 upstream, and then to evaluate the session downstream, so that the activity can be the activity for the next time.
Keywords : Serious game, Play based learning, Evaluation, CEPAJe
This Mind Map presents all Julian Alvarez's work since 1991 in the fields of serious games, edutainment, video games, robot pedagogy... In concrete terms, you'll find writings, applications, videos, podcasts... The idea is to offer you a different way of browsing the various resources.We welcome your feedback!
This mind map presents all Julian Alvarez's work since 1991 in the fields of serious games, edutainment, video games, robot pedagogy... In concrete terms, you'll find writings, applications, videos, podcasts... The idea is to offer you a different way of browsing the various resources. We welcome your feedback!
Keywords : Mind Map, Ressources
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
L’objectif de ce poster est d’étudier l’évolution du nombre d’occurrences associées aux mots-clés « Serious Games » et « Gamification », notamment durant la période 2019 à 2022. Ceci a pour but d’éprouver une hypothèse selon laquelle associer du jeu à des visées utilitaires s’inscrirait désormais dans un discours en reconstruction au sens de
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Keywords : Serious game, Analyse
Abstract— While the serious game concept has considerably evolved in the last two decades, it still needs to be clearly differentiated from other types of artifacts. Thus, there is a degree of confusion about the relationship between serious games and other related applications such as simulators or the re-purposing of entertainment games within educational practices for most outside the domain. This article proposes a formal approach toward classifying Games, Toys, Serious Games, Serious
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Keywords : Formal definition, Health, Health Game, Serious Game, Serious Modding, Serious Re-purposing, Serious Toy, Simulator
This article investigated whether it is possible to establish correspondences between game mechanics and particular cognitive stimulations. There are many challenges to prevent and treat cognitive decline with aging or neurocognitive disease. Observing difficulties to establish such correspondences in the scientific literature, we proposed to move away from “classification by genre” or any other type of taxonomy that deviates from the framework of the “Rules/Formal schemas&rdqu
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Keywords : video games, serious games, game mechanics, cognitive functions, executive functions
Vol 6 - Issue 1 By proposing to study both the genesis and the actuality, but also the implementation and the reception of digital games in the educational worlds, this thematic file aims at enriching the reflection in two fields of research, that of the "educations to" and that of a digital (or informational) culture. See the special issue: https://www.openscience.fr/Numero-1-678
Keywords : Serious games, Video games, Ludopedagogy, Game based learning
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 are fully cons
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Keywords : Learning models, Serious Game, Evaluation