A conference dedicated to GamePlay bricks and their use to analyse and classify video games. Speakers:Julian Alvarez (Julian.alvarez@univ-lille1.fr)Docteur en Sciences de l’information et de la communication. Responsable du laboratoire consulaire Play Research Lab (PRL) dédié à l’étude du jeu et de ses usages.Plus de 150 Serious Games à son actif pour TF1, Dupuis, Milan, CNRS …Damien Djaouti (damien@ludoscience.com)Maître
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Keywords : gameplay, bricks, Game design, Classification
Special session about serious gaming during the 6th Global Conference: Video Games Culture Project, from Thursday, 17th July to Saturday, 19th July 2014, Mansfield College, Oxford, United Kingdom. Key words: serious games, serious gaming, education, projects with students, level design, case studies SimCity in geography lessons, Civilisation V for non-violence education, Read Dead Redemption as a means of addressing the history of the Far West… These
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Keywords : Call for papers, Serious Gaming, Serious Game, education, projects with students, level design, case studies, Modding
Introduction The value of video games for learning is a controversial issue that has fueled numerous investigations since the first electronic games captivated generations of young people and children in the 80s (and Méndiz De Aguilera, 2004). While, initially, there were suspicions to believe that video games could be useful in education and training field currently, it is a widely shared by both researchers concept, for educators (Del Moral, 2010; Gros, 2009, Gros, 2000 Etxeberr&ia
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Keywords : Video games, Learning, Values
Research on digital game-based learning indicates that this learning method can be - under certain conditions - more efficient than other traditional teaching methods, such as textbooks, or web-based learning. Without additional support learning from games may or may not occur, this is why instructional support should be used in educational settings. The present study focuses on testing with feedback as a type of instructional support with great promise. Testing is widely used in almost all clas
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Keywords : Digital game-based learning, Learning from games, Testing, Feedback
ABSTRACT In this thesis, I will research into how player motivation is achieved and how it can be a powerful factor in creating a bonding between the player and the game world and how that can be achieved in an educational title in order to stimulate learning for the player. This thesis will also present the development of a prototype and its evolution into a game based on user feedback, all to have young children learn and understand mathematics, more specifically arithmetics, much easier.
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Keywords : Learning
================================================================================= International Scientific Symposium "Games for all purposes? Appropriation, Repurposing and Rejection" ================================================================================= On 4 and 5 June 2013 in Valenciennes, during the "e-virtuoses" scientific convention, dedicated to the use of games and play (digital or not) for utilitarian purposes, we will host a scientific
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Keywords : Serious Game, Serious Gaming, Gamification, Serious Play, Evaluation, Uses, Organisation, Transformation
Abstract:Serious games are video games or computer games designed for training or educational purposes. Thanks to the interesting and useful opportunities that they provide such as interactivity, immersion, simulation they become well accepted and well spread among professional and academic fields. However, the selection of the most suitable serious games to a specific educational goal seems to be not well studied in the literature. This paper tries to meet this research gap by developing a new
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Keywords : Games, Training, Business, Biological system modeling, Educational institutions, Entertainment industry
This literature review discusses impacts of video games and serious games in terms of educational potential and contributions to education and learning. After defining video games and serious game, authors examine successively the motivational dimensions and developmental effects of these games and their interest in schools and universities. References (1): Alvarez, J., Du jeu video au serious game : approche culturelle, pragmatique et formelle, Thèse de doctorat, Spécial
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(Broacasting our studies)
(Broacasting our studies)
Journée d’études sur le Serious Game 7 décembre, MSH Paris Nord Labex ICCA (Industries de la Culture et Création Artistique) Résumé Dans le cadre du groupe de recherche sur le Serious Game du Labex Industries culturelles et création artistique (ICCA), cette journée d’études vise à présenter et discuter des approches théoriques et méthodologiques en se penchant &ag
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