Game-based learning has the potential to improve the education and performance of engineers and decision makers in the systems engineering field. This paper reviews the arguments for the use of educational gaming, with particular attention to the aspects of game-based learning that are well suited to tackling the complex sociotechnical systems engineering problems that currently are trusted only to experts with years of experience. It also describes the development of an educational game, Space
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Mots-clés : systems engineering education, systems thinking, educational games, game-based learning
Session de travail sur le serious gaming lors de la 6th Global Conference: Video Games Culture Project, du 17 au 19 Juillet 2014, Mansfield College, Oxford, Royaume-Uni. SimCity en cours de géographie, Civilisation V pour une éducation à la non-violence, Read Dead Redemption pour aborder l’Histoire du far west, … Ces pratiques relèvent du « Serious gaming » : e
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Mots-clés : Serious game, Serious gaming, Appel à communication, Education, Projets étudiants, Etudes de cas, Level design, Modding
Abstract The purpose of this paper is to explore emergent learning in relation to playful interactions and instances of serious game conceptualization when combining the emerging and next generation technologies of ambient awareness with wireless grids. A review of the literature is presented for playful interactions and serious games in relation to ambient awareness and wireless grids. Using a case study approach and multiple methods of quantitative and qualitative data collection, the stu
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Mots-clés : Ambient awareness, Ambient learning, Autonomy, Edgeware, Emergent learning, Emotion/affect, Playful interactions, Serious games
This paper treats serious games. Recently, one of the game genres called serious game has become popular, which has other purposes besides enjoyments like education, training and so on. Especially, learning games of the serious games seem very attractive for the age of video games so that the authors developed a mobile game for learning bacteriology as one of the achievements of their research project. In this paper, the authors introduce the game and show evaluated results about its learning ef
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Mots-clés : Serious games, Mobile learning, Educational contents, Bacteriology
ABSTRACT Obesity and being overweight has become an increasing trend in America’s society over the last decade. This disease is not only affecting adults, but children as well. This statistic continues to rise due to controllable and uncontrollable factors, including poor nutrition and unfortunate medical conditions. Researchers have turned to persuasive technology in the form of health games to attack the “Battle of the Bulge.” These games fall into three different catego
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Mots-clés : Persuasive technology, Health games, Casual games, Exergames, Serious games
=====================Résumé de la présentation===================== Selon la BNF, depuis 2014, le Ministère de la Culture tient à ce que nous privilégions le vocable « jeu sérieux » à la place de « Serious Game ». Il convient cependant de souligner qu’une telle traduction introduit une subtilité. En effet, dans la langue française, la notion de « j
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Mots-clés : Serious Game, Jeux Sérieux
Cette présentation expose à un public généraliste un petit résumé de l'histoire des Serious Games. Télécharger la présentation / Download the presentation Programme de la journée : Cette nouvelle forme de communication et d’apprentissage, issue des jeux vidéo, se retrouve peu à peu dans tous les domaines de notre vie, de l’école au travail, en passant par notre
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Mots-clés : Serious Game, Histoire
Ce mercredi 5 février 2014, de 14h30 à 18h30, la Bibliothèque Nationale de France à le plaisir de vous inviter à une après-midi d'étude sur le thème des Serious Games ! Au programme : 14h30 : Accueil et présentation de l’après-midi par Denis Bruckmann, directeur des Collections à la BnF Définition et histoire des jeux sérieuxModérateur : Laurent Michaud, IDATE14 h 50 : D&eac
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Mots-clés : serious game, bnf, journée d'étude
Serious games are growing rapidly as a gaming industry as well as a field of academic research. There are many surveys in the field of digital serious games; however, most surveys are specific to a particular area such as education or health. So far, there has been little work done to survey digital serious games in general, which is the main goal of this paper. Hence, we discuss relevant work on serious games in different application areas including education, well-being, advertisement, cultura
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The Europe 2020 strategy acknowledges that a fundamental transformation of education and training is needed to address the new skills and competences that will be required if Europe is to remain competitive, overcome the current economic crisis and grasp new opportunities. Innovating in education and training is a key priority in several flagship initiatives of the Europe 2020 strategy, in particular the Agenda for New Skills and Jobs, Youth on the Move, the Digital Agenda, and the Innovation Un
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Mots-clés : Learning, Serious Game, Game