(Broacasting our studies)
(Broacasting our studies)
For Julian Alvarez, there's no doubt that studying games is a good idea. In fact, he is a teacher-researcher at the Polytechnic University of Hauts-de-France and at the Ecole Supérieure du Professorat et de l'Education in Lille. There, he studies games and their use in fields such as training, healthcare and marketing.However, his interest in games is probably rooted in his childhood. Julian Alvarez experienced three different approaches to teaching:In Spain, under Franco's re
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Keywords : Teaching, Training, Game, Board game, Video game
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
P0627THE PERIODIC TABLE FOR VIDEO GAME ANALYZISCHEMISTRY AND EDUCATION2. Tools in chemistry educationJ. Alvarez 1.,*Recherche Dept. / Université Polytechnique Hauts-de-France - Devisu - Lille (France)*Corresponding author(s).Email: julian.alvarez@espe-lnf.fr (J.Alvarez)Abstract This communication aims to present a formal deconstruction of video games in the form of various elementary elements called "Gameplay Bricks". To understand these elements and stu
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Keywords : Atomic Approach, Gameplay, Taxinomy, Formalism, Periodic Table
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 play and the game activity falls, depending o
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Keywords : Serious Game, Design Game, Game design, Gamification, Ungamification, Serious Game design, Serious Play design
(Broacasting our studies)
This chapter defines, explores and illustrates the terms "design", "design games", "game design", "codesign", "games", "serious games" and "gamification". It explores links between design and serious play. The chapter also identifies the different approaches people know about in order to design a serious game, illustrates it with examples and checks on a case-by-case basis whether the deep mises en abymes currently associated
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Keywords : Serious game, Design, Design game, Game Design, Codesign, Games, Gamification
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