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
(Broacasting our studies)
As explained in the general introduction, experience design implies an "experience to be lived" (Vial, 2015) where the subjects "interact with their natural and artificial environment". If we can easily imagine a "natural" or "artificial" environment, there is an in-between proposed by the game. Neither totally "natural" because it can rely on artifacts, nor totally "artificial" because some animals pla
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Keywords : Serious Game, Design Game, Game design, Gamification, Ungamification, Serious Game design, Serious Play design
This paper aims to present the concept of Datagame, a category of Serious Game associated with data exchange. After having exposed the concept of Datagame, presented subcategories and associated titles, reviewed the notion of crowdsourcing, metrics and traces, we will explore if such games relativize the unproductive criteria of Caillois and if direct benefits could be addressed to players. Program
Keywords : Datagame, Serious Game, Metrics, Traces, Crowdsourcing, Benefits, Players
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
The use of Serious Games (SG) in the health domain is expanding. In the field of Neurodegenerative Diseases (ND) such as Alzheimer’s Disease, SG are currently employed to provide alternative solutions for patients’ treatment, stimulation, and rehabilitation. The design of SG for people with ND implies collaborations between professionals in ND and professionals in SG design. As the field is quite young, professionals specialized in both ND and SG are still rare, and recommendations f
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Keywords : Serious games, Ergonomic criteria, Game design, Alzheimer Disease, Mild cognitive impairment
Presentation of the CEPAJe model (Context, Teacher, Pedagogy, Learner, Game) Find out more about the CEPAJe model: * CEPAJe grid with suggested questions: http://www.ludoscience.com/FR/blog/88... * Article on the CEPAJe model (2017): https://journals.openedition.org/apli... * Design of serious game devices and experiments (open-access PDF): https://hal.archives-ouvertes.fr/tel-... (Chapter 10). * Apprendre avec les Serious Games? (ebook from éditions
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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