Abstract This article focuses on a comparative study between conventional methods and serious games, and their impact on learning and motivation. Two hundred and fifty-one jobseekers including 130 enjoying an edutainment and 121 enjoying a conventional counseling, participated in the study. In addition, we conducted 157 interviews with counselors of professional insertion that accompanied these jobseekers. Our results show a significant difference between serious games and conventional
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Keywords : Serious game, Insertion, Motivation, Learning, Unemployment
AbstractCreating serious games calls for a multidisciplinary design team, including game developers, subject-matter experts, pedagogical experts, and narrative designers. However, such multidisciplinary teams often experience communication and collaboration problems due to differences in terminology, background and the concerns of the people involved. As one step towards solving this problem, we developed a modeling language for authors of serious games to specify both the story and the pedagogi
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Keywords : Serious games, Narrative, Pedagogy, Domain specific modeling language, Modeling, Controlled natural language, Graphical notation, Simulator
Summary. – This study addresses the issue of the appropriation of the Serious Game as technical object, by offering a model identifying a set of accompaniments to promote such a process. This model, called RDU, presents three main types of accompaniments: Realization, Dissemination and Use. Together, they comprise fifteen types of distinct accompaniments. The purpose of this study, after describing its development, is to experience on the field this RDU model applied to the Serious Games.
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Keywords : Accompaniment, Appropriation, Ecosystem, Education, School, Serious Game, Model
This article presents a state of the art on the link between serious games and psychological variables and their influence on social outcome. Thus, it puts into perspective different research on games and their evolution in the work world, analyzes their impact on job seekers’s learning and behavior, before highlighting the serious game catalytic effects in professional insertion and training. The research perspectives induced by this article are the job search’s gamification and the
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Keywords : Serious game, Insertion, Dispositional variables, Counseling
Abstract How to create an interactive product that encourages high school students to get in contact with the world of chemistry. Or how to get high school students pay any attention to the discipline of chemistry through an interactive entertainment application that besides entertaining can teach some of the most basic concepts of the The science that can better explain the progress of humanity. In the following lines we will present the steps taken in the design an interactive entertainme
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Keywords : Video games, Game Mecanics, Design, Aesthetics, chemistry, School, Learning
Abstract:Business processes play a major role in the Information System (IS) domain. Business Process Management (BPM) approaches offer languages, methods and tools for modeling, execution and optimizing business processes. However, these approaches are often difficult to understand by the learners. In particular, the modeling phase often remains abstract, not consensual and complex to implement in real settings. In order ato better motivate BPM learners, several BPM's Serious Games (SG) has bee
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Keywords : Games, Companies, Training, Information systems, Business process management, Graphics, serious games (computing), business data processing
Abstract Serious games (SGs) are a very widespread training and evaluation device, employed in different sectors of school and adult education. In this study we aim to design and develop a SG for training and evaluating personals working in aseptic environment. We will present in this research the theoretical basis needed for that design process. We will define a holistic and united model (PEGADE), which describes the collaborative and optimal process to conceive SGs and which is constructe
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Keywords : Serious game, Serious game Design, Simulation, Gamification, Instructional Design, Virtual Reality
Abstract:There has been a constant increase in the number of serious games. In recent years, they have become extremely important within the scientific community and their repercussions on industry have been reflected in exponential growth in terms of their economic impact. The term serious game covers an extremely wide range of video games all with very different purposes and with many different areas of application. One of the most prolific areas is the field of education and many research pap
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Keywords : Games, Unified modeling language, Proposals, Education, Avatars, Software, Adaptation models
Abstract:There has been a constant increase in the number of serious games. In recent years, they have become extremely important within the scientific community and their repercussions on industry have been reflected in exponential growth in terms of their economic impact. The term serious game covers an extremely wide range of video games all with very different purposes and with many different areas of application. One of the most prolific areas is the field of education and many research pap
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Keywords : Games, Unified modeling language, Proposals, Education, Avatars, Software, Adaptation models
AbstractEntrepreneurship constitutes a key driver providing jobs and wealth creation. Besides, promoting entrepreneurship can play significant role to ensure the prosperity of a society. In this respect our article aims to foster entrepreneurship education, through focusing on the effectiveness of serious games as educational tools, whose goal supporting young people to actively being entrepreneurs. In this paper, we unveil the entrepreneurial context notably at the national level, where we high
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Keywords : Entrepreneurial learning, Learning process, Serious games, Entrepreneurship education