Workshop designed to introduce participants to how to structure a fun educational session through a concrete illustration: setting up a fun activity involving video games. The objective is to make them understand the concept of the three educational stages: introducing, facilitating and debriefing the activity to maximize the chances of achieving the useful goals.
Keywords : Video game, Pedagogy, Ludopedagogy, Edutainment, Serious game, Gamification, Structuring
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
The present study aims to verify the emergence of the terms « game play » (in one word) and « gameplay » (in two words) within the framework of the Anglophone and Francophone video game cultural sphere. Starting from the writings of Wikipedia who sees the origin of these words associated with the mention « How the game plays ? » which would have appeared on the first coin-op arcade games, we are conducting an investigation of
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Keywords : gameplay, game play, video game, lexicometry, emergence, coin-op arcade Games, History of video game
ABSTRACT : This paper presents a comparative study of cognitive mediations between pedagogical devices dedicated to introduced robotic/ computer science to last section of kindergarten learners. The ludo-pedagogical session “Blue Bot” used for the experimentations was declined in three modalities: the body, the robot and digital tablets. This study highlights how mediator instruments influence acts of teaching through the identification of professional gestures, postures an
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Keywords : Educational robotics, Cognitive mediation, Activity analysis, Last section of kindergarten, Teacher acts, Professional gestures and postures
ABSTRACT : This article presents an educational setting intended to introduce 5-6 year olds pupils to the loop concept. It articulates unplugged activities, problem solving and creative activities through an online platform. The analysis of observations and digital traces collected in an ecological setting shows that it is possible to introduce basic algorithmic concepts by relying solely on visual patterns identification, avoiding spatial tracking difficulties (robot movements). We al
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Keywords : Computational Thinking, Programming Learning, Game-based Learning, Serious Play
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
Edutainment is the idea of using games, or even serious games, to mediate learning. It's about going beyond games as simple rewards or extrinsic motivational levers: “if you do your exercise well, you'll be able to play”. With edutainment, games are used as a tool or resource for learning. For example, it can be used to provide concrete representations of experiences, to test hypotheses, to stimulate pedagogical interaction between learners or with those proposing the activity...With
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Keywords : Game based learning, Edutainement, Serious game, Editorial, Games
Interactive conference designed to question participants on how to build a edutainment session. The process ultimately leads to the co-construction of the Colectyng (CEPAJe) model.
Keywords : Serious game, Ludopedagogy, Evaluation, Design, Edutainment, CEPAJe, Colectyng
(Broacasting our studies)
On February 5, 2020 in Lille, as part of the “Didapro” Francophone computer didactics symposium, a workshop entitled “MOTIF..MOTIF..MOTIF.. is to repeat MOTIF... 3 times” was proposed. (https://www.didapro.org/8/programme/#atelier). The aim of the workshop was to introduce young Cycle 1 pupils (kindergarten and first grade) to computer thinking through two edutainment sessions involving teachers and researchers. The proposed activities were game-based, with the pedagogica
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Keywords : Serious game, Edutainment, Ludopedagogy, Evaluation, Debriefing, Education, CEPAJe, Colectyng
(Broacasting our studies)