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
This article deals with serious game design methods. More specifically, it focuses on the following question: is there any universal series of steps to design a serious game? Or is the availability of several different design methods unavoidable? To try to answer this question, we will study a corpus of ten design methods suited to Serious Games. Most of these theoretical tools are coming from or aimed to industry professionals. This literary review will allow us to perform a comparative
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Keywords : game design, serious game, methodology, generic model
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
ABSTRACT This paper presents a comparative study of cognitive mediations at work in the scope of pedagogical device dedicated to introduce robotic/computer science to learners of last section of kindergarten (5-6 years old). The device used for the experiment is a robot named «Blue Bot» and presents three modalities in the scope of proposed serious games: the body, the robot and digital tablet. This study highlights on how mediator-in
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Keywords : Serious Game, robot pedagogy, Cognitive mediation, Activity analysis, Last section of kindergarten
P0627THE PERIODIC TABLE FOR VIDEO GAME ANALYZISCHEMISTRY AND EDUCATION2. Tools in chemistry educationJ. Alvarez 1.,*Recherche Dept. / Université Polytechnique Hauts-de-France - Devisu - Lille (France)*Corresponding author(s).Email: julian.alvarez@espe-lnf.fr (J.Alvarez)Abstract This communication aims to present a formal deconstruction of video games in the form of various elementary elements called "Gameplay Bricks". To understand these elements and stu
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Keywords : Atomic Approach, Gameplay, Taxinomy, Formalism, Periodic Table
Abstract. In a socio-constructivist approach, our study analyzed a serious gaming activity in a four-day management training program. The executives were mostly men in the engineering field who held management roles for more than 2 years. We observed the executives’ 16 training sessions and interviewed 44 executives of big industrial groups, who had participated in the training, one month after the final session. A psychology of work perspective underpinned our theoretical and methodologic
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Keywords : Emotionality, Debriefing, Reflexivity, Team management, Serious gaming, Ludopedagogy
In the field of microbiology training, in which contaminated products must be handled and recycled, there are new needs in order to reduce risks and costs. New advances in Tangible interaction and serious game domains can provide solutions to answer these needs. We propose a serious game relating to waste sorting. It is available on a tangible tabletop equipped with RFID technology. The design and realisation using tangibility and gamification concepts are presented. An exploratory study with st
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Keywords : Tangible interaction, Serious Game, Interactive tabletop, RFID, Gamification, Gameplay, Waste sorting, Microbiology
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
Abstract A Serious Game (SG) is a virtual process designed for the purpose of real-world problem-solving. In SG analytics studies, learning processes are tracked using diverse techniques to support the personalization of instruction. However, it is a challenge to find potential meanings of each parameter of the tracking logs and define an appropriate indicator for a user’s behavior. Game tracking logs often only provide limited information regardless of a game context. Therefore, rese
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Keywords : Serious games analytics, Visualization, Learning path
IDATE is pleased to offer for free the Serious Games study published in 2012.This is the 3rd edition that succeeds those of 2010 and 2008. This third edition analyzes the different segments of the Serious Gaming market based on detailed case studies and a systematic presentation of technologies, uses and professions, particularly analyzing the key stages of design, development and diffusion. It also presents the technological and business prospects for each market segme
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Keywords : Study, Market, Education, Training, Health, Defence, Evolution, Serious Game