Ludopedagogy (Broacasting our studies)
Ludopedagogy is the idea of using games, or serious games, as a teaching method. Contrary to what such a term might suggest etymologically (“pedo” refers to “child”), the term “ludopedagogy” comes from adult education. Banks and major groups use the term to designate teaching methods to designate teaching methods targeting their employees. We could, however, refer to such approaches as “ludo-andragogy”. But this neologism has no currency.Unive
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Keywords : Ludopedagogy, Edutainement, Serious game, Pedagogy
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
(Broacasting our studies)
(Broacasting our studies)
In 2013, the cover of “Nature” magazine was devoted to the benefits of video games for senior citizens. Today, the big video game players are positioning themselves in this field: for example, Nintendo has been offering “Dr Kawashima's Brain Training” since 2007, or the “Walk with Me” application, which is designed to facilitate daily exercise and encourage walking. A Japanese company like Bandai Namco, whose business is the development and marketing of video
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Keywords : Health game, Serious game, Health, Patient, Defintion
PRESENTATIONAs part of the work of Groupe de travail n°7 "Immersion numérique et virtualité" ("Digital immersion and virtuality") of the Digital Projects Incubator Group of the Direction du numérique pour l'éducation, we offer you the second webinar in our cycle "Réalité virtuelle et serious game dans le cadre de l'enseignement et de l'apprentissage" ("Virtual reality and serious games in teaching and learning"
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Keywords : Serious Game, Game, Game based learning, Immersion, Virtual Reality, Video games
(Broacasting our studies)
p.p1 {margin: 0.0px 0.0px 0.0px 0.0px; font: 12.0px Helvetica; -webkit-text-stroke: #000000; min-height: 14.0px} p.p2 {margin: 0.0px 0.0px 0.0px 0.0px; font: 12.0px Helvetica; -webkit-text-stroke: #000000} span.s1 {font-kerning: none} Pour son édition 2017, le C2E traite de la thématique qui fédère tous les acteurs de la filière numérique e-Éducation de la région Nouvelle Aquitaine dans le cadre du R&eac
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Keywords : Education, Réalité virtuelle, Serious Game, Jeux sérieux
Let’s explore the types of games that can be applied for gamification.Let’s understand the definition of gamification.Let’s find out the historical background of gamification.Let’s figure out how gamification is associated with the experience economy and the behavioral economics.Let’s understand the effects of gamification on learning and education.Reference (1) : Djaouti, D., Alvarez, J., Jessel, J. P., & Rampnoux, O. (2011). Origins of serious games. In M
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Keywords : Game, Gamification, Definition, Experience economy, Behavioral economics, Effect
Smart Game Based Learning System (SGBLS) design is a complex area. It requires the intervention of multiple actors with specific skills and expertise. Unfortunately, novice game designers who do not have necessary competency inspired from both educational and video games systems cannot successfully create SGBLS. For that, they have to acquire specific skills and expertise in an efficient and active pedagogical manner. To solve this problem, there are several existing techniques, among them learn
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Keywords : Smart Game Based Learning System (SGBLS), Game design