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)
Learning technical gestures, developing behavioral skills, helping to better control one's emotions (savoir-être)... these are just some of the contributions of virtual reality that call into question the place of emotions and sensory experience in today's pedagogy. From a theoretical approach, Réseau Canopé, in partnership with Inserm, has extended the development of its Corpus resource into a virtual reality game, Corpus 360°. How to interact with the learner's motivati
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Keywords : Virtual Reality, Serious Game, Emotions, Sensory experience, Behavioral skills, Edutainment, Soft Skills, Ludopedagogy
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
Workshop aimed at demonstrating the Blue Bot experimentation protocol and having it evaluated by peers.This is a comparative study carried out with Grande Section de Maternelle children on their learning of computer coding via a serious game.
Keywords : Serious game, Educational robot, Comparative study, Modality, Kindergarten, Body, Tablet PC, Robot
Workshop aimed at experimenting with the evaluation protocol to be deployed around the Volar research project. The latter is a Serious Game using tangible objects. The aim of this research project is to carry out a comparative study between an all-digital Serious Game and a hybrid Serious Game involving both digital and tangible objects.
Keywords : Serious game, IOT, Tangible objects, Ludopedagogy, Edutainment, Protocol, Evaluation, Experimentation
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)