The Serious Game: What Educational Benefits? Houda Mouaheb, Ahmed Fahli, Mohammed Moussetad, Said Eljamali - 2012


Support : Références scientifiques
Auteur(s) : Houda Mouaheb, Ahmed Fahli, Mohammed Moussetad, Said Eljamali
Editeur : Procedia - Social and Behavioral Sciences Volume 46, 2012, Pages 5502-5508 4th WORLD CONFERENCE ON EDUCATIONAL SCIENCES (WCES-2012) 02-05 February 2012 Barcelona, Spain
Date : 2012
Langue : Langue



This work lies in the educational opportunities of a learning tool: the serious game. The serious game was investigated using an American example: Virtual University.We first highlight the main features of this media, namely that it can be used as: a teaching tool, a means of entertainment, and as a technology of information and communication. It aims for multiple learning objectives, it finds application in many areas and it targets all age groups. Then, we show that learning through the serious game has educational values that are based on learning concepts advocated by constructivist psycho-cognitive theories; it guarantees intrinsic motivation, generates cognitive conflicts and provides situated learning.
References (1):

Alvarez, 2007 

Alvarez, J. (2007). Du Jeu vidéo au Serious Game: approches culturelle, pragmatique et formelle. Thèse spécialité science de la communication. et de l’information. Toulouse: Université de Toulouse II (Le Mirail), Université deToulouse III (Paul Sabatier), 445, 6. 

Mots-clés : Serious Game, Constructivist psychocognitive theories, Intrinsic motivation, Socio-cognitive conflicts, Situated learning