This book highlights the potential of video games for education purposes. Over 250 pages, 10 chapters are dealing with a different topic each. For example, one chapter relies on the Final Fantasy series to demonstrate the artistic potential of video games, while another chapter presents a classroom experiment conducted over the Harry Potter games and movies to make the students work on storytelling. While the book subject is very interesting, the quality of its chapters varies heavily. The best
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Keywords : education, video game, classroom, theoretical
The recognition of facial expressions is important for the perception of emotions. Understanding emotions is essential in human communication and social interaction. Children with autism have been reported to exhibit deficits in the recognition of affective expressions. Their difficulties in understanding and expressing emotions leads to inappropriate behavior derived from their inability to interact adequately with other people. Those deficits seem to be rather permanent in individuals with aut
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Keywords : Autism, Facial emotion recognition, Gestures, Kinect, NUI
Participation in the organizing committee of the AREF 2013 conference.
Keywords : aref 2013, organizing
CALL FOR PAPERS for a Special Issue of the Journal of Computer Assisted Learning (JCAL) on Learning Analytics in Massively Multiuser Virtual Environments and CoursesThere has been much interest of late in ‘big data’ and the role it can play in decision making in diverse areas of business, science and entertainment. By employing a combination of modern artificial intelligence, machine learning and statistics techniques, extremely large and complex data sets can be &lsquo
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Keywords : call for papers, journal
Abstract Serious games have been receiving a lot of interest in the recent years and have been increasingly used for educational, military and business purposes. One of the positive sides of serious games is the fact of being tools that allow the creation of an environment where players are immersed in a playful activity, and are much more receptive to knowledge acquisition. Through serious games players are more likely to retain information for a longer period of time. The terrain instabil
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According to the OECD, France only ranks 17th out of 34 countries in terms of development of the information society. Nor is it among the leaders when it comes to the use of digital technology in schools, where it ranks within the European average, often far behind the most advanced countries13. Printed textbooks are still very much the dominant model, both in terms of usage and public purchasing. While we must not overestimate either the positive impact of digital technology on educational succ
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Keywords : Digital Economy, Report, Education, France, Ministries
According to the OECD, France only ranks 17th out of 34 countries in terms of development of the information society. Nor is it among the leaders when it comes to the use of digital technology in schools, where it ranks within the European average, often far behind the most advanced countries13. Printed textbooks are still very much the dominant model, both in terms of usage and public purchasing. While we must not overestimate either the positive impact of digital technology on educational succ
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Keywords : Digital Economy, Report, Education, France, Ministries
Keywords : serious games, education
Les 4 et 5 juin 2013 s'est tenu le salon E-virtuoses, dédié au serious game et à tous ses usages. Julian Alvarez, chercheur au Play research lab, laboratoire R&D de la CCI Grand Hainaut et enseignant à l’université Lille 1, revient sur un concept clé pour l'enseignement supérieur, le serious gaming. A l'heure où la question de l’innovation pédagogique est de plus en plus présente dans l
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Keywords : Serious game, Serious gaming, Education, Learning
Since 2005, we have been providing courses on video game design to students from several university courses and training centers (INSA and several departments of the University of Toulouse, France). The educational objective is to get learners to design and carry out small video game projects with a message. The themes are oriented for example on awareness of food hygiene, or the discovery of industrial or engineering professions. From 2010, we are focusing on the creation of Newsgames with engi
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Keywords : newsgames, critical thinking, project-based learning, Serious game