AbstractSerious games are games with an educational purpose. In these games, players develop their skills by facing a number of challenges, and students are assessed according to their game playing behaviour. Assessment of serious game-based learning experiences has to take into account diverse features as game genre, pedagogical aim or game context. This paper analyses how skills are usually assessed in learning experiences based on serious games. To reach this objective, a systematic mapping s
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Mots-clés : Serious games, Game based learning, Systematic mapping study, Skill assessment, Interactive learning environments
EDITO Créativité: enjeux pédagogiques & stratégiques des approches innovantesSi les professeurs ont toujours innové en classe, en cherchant à adapter contenu et contenant à leur personnalité et leur public, le numérique et les réseaux sociaux ont démultiplié la visibilité de ces actions. Au point de faire de ces nouvelles méthodes pédagogiques de véritables stratégies d
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Mots-clés : Serious Game, Gamification, Ludopédagogie, Education, Apprentissage, Pédagogie, Jeu sérieux, Jeu vidéo
Abstract This study explores a novel way for analyzing tournament structures. Our goal is to find the best suitable tournament under considered purposes. Aside from the number of matches, we address on two other important aspects: competitiveness development and ranking precision. Competitiveness development emphasizes the importance participants’ motivation in every match while keeping the matches exciting throughout the tournament. Ranking precision reflects the convincement of tou
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Finalement, où se forme-t-on le mieux pour demain ?► Une conférence pour découvrir les meilleures façons de se former après le bac… et toute la vie.Si les voies royales n’existent plus, s’il faut être entrepreneur de sa propre vie, si la robotisation des métiers rebat les cartes des études et de l’orientation, s’il est plus compliqué de trouver sa place, alors, où se form
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Mots-clés : Orientation, Formation, Apprentissage, Serious Game, Innovation pédagogique
In this paper, we propose an environment to support collaborative modding, as a new way to learn a subject. Modding can be defined as the activity to modify an existing game with dedicated tools. In a constructivist approach, we base our work on the assumption that modding a learning game can help learners to acquire the concepts of the subject concerned. We also think that modding in collaborative settings can help learners both to learn the subject and to learn to collaborate. We first propose
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Mots-clés : Modding, Game development kits, Learning game 2.0, Collaborative learning
Summary Digital Serious Games (SGs) are gaining increasing importance as educational and training tools. However, there is still a long way to make them widely deployed. On the one hand, balancing fun and educational elements in a SG is not trivial and requires understanding how these games can be designed to support effective and efficient learning. On the other hand, actual development can be costly and time-consuming, involving large teams of people from different backgrounds, who often
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Mots-clés : Serious Game, Learning
AbstractSerious Games are now an established field of study. In this field most would attribute the rise of Serious Games to Clark C Abt’s creation of the term in 1970, or indeed Ben Sawyer’s popularization of it in 2002. However, considering the rich history of purposing non-digital games, itself preceded by discussions of purposing play that are traceable to the work of Plato, it can be said that Serious Games is a contemporary manifestation of centuries old theories and practices.
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Mots-clés : Serious games, Play, Simulation-based learning, Game-based learning, Games for social change, Games for health, Playful learning
Development of a game in the form of software for game-based learning poses significant technical challenges for educators, researchers, game designers, and software engineers. The game development consists of a set of complex processes requiring multi-faceted knowledge in multiple disciplines such as digital graphic design, education, gaming, instructional design, modeling and simulation, psychology, software engineering, visual arts, and the learning subject area. Planning and managing such a
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Mots-clés : Digital game development, Educational game development, Game development life cycle, Game development methodology, Game development processes, Game development workflows, Game software quality evaluation, Game-based learning
The overlap of different features of pervasive games based smart learning systems (PGBSLSs) including the ludic aspect, the pervasive aspect and the educational aspect adds complexity to use requirements at design time and Runtime. Many methodologies and frameworks that make use of requirements models can be found in the literature, but very few of them use ontologies to ground the models that are used in PGBSLSs development. We propose in this paper a semantic model in the requirements engineer
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Mots-clés : Pervasive games, Smart Learning, Requirements Engineering, Ontology
Abstract:The research in-progress presented in this paper proposes a holistic VR-based framework for participatory design of Serious Games for motor rehabilitation. The proposed framework is devised in layers that facilitate the mapping of game mechanics to playful therapeutic exercise games. The framework proposed can be disease agnostic and applies to a wider range of service users, regardless of their condition and motor functional capacity. The pilot study design for evaluating the proposed
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Mots-clés : Games, Diseases, Monitoring, Medical treatment, Biomedical monitoring, Stakeholders, Systems architecture