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
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
With the advent of interactive media, learning by playing is taking a variety of forms. Serious game, this term may seem contradictory, in reality it reflexes a very current reality, it rests on the video culture playful learners. This type of games is appropriate for investing in classrooms, the idea is to make learning more interactive and motivating. They have been developed to enable learners to build their own knowledge, skills and knowhow to develop highlevel skills to deal with
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Keywords : Serious Games, Education, Game, Learning, Video game
Abstract A Serious Game (SG) is a virtual process designed for the purpose of real-world problem-solving. In SG analytics studies, learning processes are tracked using diverse techniques to support the personalization of instruction. However, it is a challenge to find potential meanings of each parameter of the tracking logs and define an appropriate indicator for a user’s behavior. Game tracking logs often only provide limited information regardless of a game context. Therefore, rese
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Keywords : Serious games analytics, Visualization, Learning path
AbstractThe use of Serious Games (SG) in the health domain is expanding. In the field of neurodegenerative disorders (ND) such as Alzheimer’s disease, SG are currently employed both to support and improve the assessment of different functional and cognitive abilities, and to provide alternative solutions for patients’ treatment, stimulation, and rehabilitation. As the field is quite young, recommendations on the use of SG in people with ND are still rare. In 2014 we proposed some ini
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Keywords : Serious Games, Neurodegenerative disorders, Recommendations, ICT, Delphi Technique
IDATE is pleased to offer for free the Serious Games study published in 2012.This is the 3rd edition that succeeds those of 2010 and 2008. This third edition analyzes the different segments of the Serious Gaming market based on detailed case studies and a systematic presentation of technologies, uses and professions, particularly analyzing the key stages of design, development and diffusion. It also presents the technological and business prospects for each market segme
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Keywords : Study, Market, Education, Training, Health, Defence, Evolution, Serious Game
AbstractThis paper aims at identifying the counsels that are necessary to achieve the Realization, Dissemination and Use of a Serious Game. In our opinion, these counsels are an additional facet for all Serious Game projects in order to target their ownership adoption and appropriate use (as intended by its designers) in a dedicated ecosystem (School, Hospital …). We propose to classify all these counsels in three main categories: R for Realization, D for Dissemination, and U for Use. By
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Keywords : Counsels, Serious Game, Model, Ecosystem, Typology, Learning