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
Many studies support serious games as a tool for motivating and learning improvement. Some work have already evaluated the influence of competition and collaboration aspects on learning using such games but little research has been published regarding the usage of both aspects at the same time. A systematic literature mapping has been done, searching for serious games that have embodied both collaboration and competition in its gameplay. From 742 papers analyzed, 17 of them were selected. The ma
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Mots-clés : Serious Game, Learning, Evaluation, Studies
Journée d’études sur le Serious Game 7 décembre, MSH Paris Nord Labex ICCA (Industries de la Culture et Création Artistique) 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 à la fois sur le sec
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Mots-clés : Serious Game, Jeu vidéo, Formation, Marché, Industries culturelles
An introduction to the exciting world of Serious Games The month of November IUM recently played host to none other than renowned researcher and consultant Dr. Julian Alvarez who was presenting a lecture to students on Serious Games and Game Technologies. He talked to students of the course Fundamentals of communication and advertising which is overseen by Professor MN. Jauffret-Cervetti. He mesmerized the students with the technology behind Advergames, Edumarket games and
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Mots-clés : Serious Game, Communication, Advergames, Gamification, Edumarket games, Conference
Résumé : Les Learning Games (LG) sont des environnements éducatifs fondés sur une approche ludique de l'apprentissage. Pertinents dans de nombreux domaines, ils posent pourtant des problèmes liés à leur création complexe et coûteuse en moyens et en temps. Dans cet article, nous proposons une grille d'indicateurs de qualité qui peut être utilisée par les concepteurs pour évaluer leur LG en cours de conce
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Mots-clés : Learning Games, Serious Games, Evaluation, Qualité, Coût, Conception, Développement
Abstract In this research, we present one of the principal aspects of games. The interfaces or better knew by the acronym HUD’s (Heads-Up Display). We are going to show the succinct evolution in the history of games suffered by them as well as the advance in their production in order to amplify or affect positive the immersion in digital games. We emphasize forms and ways of developing what we consider an intelligent interface (Boschetti, 2001), in order to help the INDIE developers w
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Mots-clés : Interface, Aesthetic experience, Edutainment game
Abstract: When we talk about video game, we observe that people who modified it are those who best knows its content. Thus we can consider game modifications as a way of knowledge appropriation. In this paper, we apply this model to learning games, positioning the research project in a Web 2.0 approach. If the content of a game can be learned by playing it, it can be more deeply understood by making this game evolving. The Web 2.0 is not defined by its technologies, but by the way of using
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Mots-clés : Modding, Game development kits, Learning game 2.0, Collaborative learning
Nous venons de mettre en ligne dans la liste de nos publications un chapitre d'ouvrage relatif à la classification des Serious Games. Ce chapitre détaille le fonctionnement du système de classification utilisé sur le site http://serious.gameclassification.com/ pour classifier plus de 2600 Serious Games. Publié l'année dernière dans l'ouvrage Handbook of Research on Improving Learning and Motivation through Educational Games: Multidisciplinary Ap
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Mots-clés : serious games, classification
The ability to engage children in science, technology, engineering, and math (STEM) fields early in their scholastic years is critical to ensure the success of the next generation of scientists and engineers. Given that 97% of American teens play video games, there is a tremendous opportunity to engage students in STEM concepts within the framework of a multi-player game. Research has shown that eliciting emotional and affective responses in players can actively increase engagement, learning, an
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Mots-clés : Mathématiques, Games
ABSRACT While play marks both the cultural and pre-cultural spheres of human existence, the environmental design disciplines have almost exclusively compartmentalized the notions of play and fun into categories of leisure and children’s playgrounds. The rhetorics of environmental design, to date, have ignored, or at best marginalized, the possibility of play outside of recreational and commercial contexts. Still, we have abundant examples of playful architecture and fun places that s
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Mots-clés : Design, Architecture, Fun architecture, Game