Innovation Pédagogique, Serious Gaming et Game Design
Title | Innovation Pédagogique, Serious Gaming et Game Design PDF eBook |
Author | Laurent Aldon |
Publisher | |
Pages | 67 |
Release | 2021-03 |
Genre | |
ISBN |
Le Dr. Laurent ALDON est Maître de Conférences HDR à l'Université de Montpellier. Il enseigne la Science des Matériaux et la programmation Python et Arduino à des étudiants de DUT à l'Institut Universitaire de Technologie de Nîmes. Il est également chargé de mission pour l'Innovation Pédagogique et lauréat de plusieurs Appels à Projets soutenus par le Service des Usages Numériques de l'Université de Montpellier et par le Centre de Soutien au Innovations Pédagogiques de l'i-Site Montpellier Université d'Excellence.Les étudiants d'aujourd'hui ont besoin d'être guidés par l'enseignant qui doit savoir se remettre en question pour proposer des activités pédagogiques plus efficaces. Différentes approches comme la classe inversée (Marcel Lebrun) ou la classe renversée (Jean-Charles Cailliez) sont possibles. L'apprentissage par problèmes (Yves Mauffette) ou l'apprentissage par projets (Benoît Raucent) sont des méthodes pédagogiques qui invitent à de nouvelles stratégies d'intelligence collective. Ainsi l'apprenant, en plus d'acquérir de nouvelles connaissances (savoirs et savoirs-faire) devra dans le futur développer des compétences transversales (Jean-Claude Coulet) ou soft skills comme la communication, l'écoute, l'entraide, le partage, le travail collaboratif bienveillant. En se basant sur la typologie des joueurs proposée par Richard Bartle, augmentée par Nick Yee et adaptée à la gamification des activités professionnelles (Amy Jo Kim), l'auteur à détourné des mécaniques de jeux pour amener certaines notions de cours. Ainsi, les étudiants s'appuient sur le défriefing des activités ludo-pédagogiques pour ancrer leurs apprentissages. Par ailleurs l'auteur a conçu, ex nihilo, un jeu de rôles "Hack and jaM" qui consiste à détourner des composants d'imprimantes 3D pour faire concevoir à des équipes de 3 à 4 joueurs un nouveau prototype d'instrument de mesure. Le prototype est ensuite fabriqué et testé en Gestion de Projet Agile. Les joueurs doivent s'organiser, se répartir des tâches, s'adapter aux imprévus amenés par le Maître de Jeu. Pour gagner, accumuler les points d'expérience à chaque étape depuis la réunion de lancement, le recueil des spécifications auprès du client, l'analyse du marché, la faisabilité globale, la conception détaillée, l'approvisionnement. Parmi les livrables attendus après 4 heures intenses en Learning Lab, le Maître de Jeu attend un document technique détaillant les solutions choisies au problème posé et des restitutions orales en format court : Pitch, Pecha Kucha, Storytelling... L'auteur indique comment créer du lien par le jeu avec des moyens simples, testés et éprouvés à l'aides de jeux de cartes, de plateaux et des jeux de rôles sur table où l'outil numérique n'est que rarement utilisé, l'enseignant préférant des moyens "analogiques " : carton, papier, ciseaux sur le principe du Print Cut Fold and Play. Cette souplesse permet d'adapter de nouvelles règles qui émergent parfois en séance.
Serious Game Design and Development: Technologies for Training and Learning
Title | Serious Game Design and Development: Technologies for Training and Learning PDF eBook |
Author | Cannon-Bowers, Jan |
Publisher | IGI Global |
Pages | 382 |
Release | 2010-02-28 |
Genre | Computers |
ISBN | 1615207406 |
"With an increasing use of vido games in various disciplines within the scientific community, this book seeks to understand the nature of effective games and to provide guidance for how best to harness the power of gaming technology to successfully accomplish a more serious goal"--Provided by publisher.
Design and Use of Serious Games
Title | Design and Use of Serious Games PDF eBook |
Author | Marja Helena Kankaanranta |
Publisher | Springer Science & Business Media |
Pages | 205 |
Release | 2008-12-25 |
Genre | Technology & Engineering |
ISBN | 1402094965 |
During the last few years, a new area of creative media industry, namely Serious Games, has started to emerge around the world. The term serious games has become more popular for example in the fields of education, business, welfare and safety. Despite this, there has been no single definition of serious games. A key question, what the concept itself means, has stayed unsolved though most have agreed on a definition that serious games are games or game-like interactive systems developed with game technology and design principles for a primary purpose other than pure entertainment. In this book, serious games are understood as games which aim at providing an engaging, self-reinforcing context in which to motivate and educate the players. Serious games can be of any genre, use any game technology, and be developed for any platform. They can be entertaining, but usually they teach the user something. The central aim of serious games is to raise quality of life and well-being. As part of interactive media industry, the serious games field focuses on designing and using digital games for real-life purposes and for the everyday life of citizens in information societies. The field of serious games focuses on such areas as education, business, welfare, military, traffic, safety, travelling and tourism.
Serious Games and Edutainment Applications
Title | Serious Games and Edutainment Applications PDF eBook |
Author | Minhua Ma |
Publisher | Springer |
Pages | 694 |
Release | 2017-03-03 |
Genre | Computers |
ISBN | 3319516450 |
With the continued application of gaming for training and education, which has seen exponential growth over the past two decades, this book offers an insightful introduction to the current developments and applications of game technologies within educational settings, with cutting-edge academic research and industry insights, providing a greater understanding into current and future developments and advances within this field. Following on from the success of the first volume in 2011, researchers from around the world presents up-to-date research on a broad range of new and emerging topics such as serious games and emotion, games for music education and games for medical training, to gamification, bespoke serious games, and adaptation of commercial off-the shelf games for education and narrative design, giving readers a thorough understanding of the advances and current issues facing developers and designers regarding games for training and education. This second volume of Serious Games and Edutainment Applications offers further insights for researchers, designers and educators who are interested in using serious games for training and educational purposes, and gives game developers with detailed information on current topics and developments within this growing area.
Serious Games in Personalized Learning
Title | Serious Games in Personalized Learning PDF eBook |
Author | Scott M. Martin |
Publisher | Taylor & Francis |
Pages | 305 |
Release | 2021-07-12 |
Genre | Education |
ISBN | 1000400107 |
Serious Games in Personalized Learning investigates game-based teaching and learning at a time when learning and training systems are increasingly integrating serious games, machine-learning artificial intelligence models, and adaptive technologies. Game-based education provides rare data for measuring, assessing, and evaluating not just a game’s effectiveness but the acquisition of information and knowledge that a student may gain through playing a learning game. This book synthesizes contemporary research, frameworks, and models centered on the design and delivery of serious games that truly personalize the learning experience. Scholars of educational technology, instructional design, human performance, and more will find a comprehensive guide to the history, practical implications, and data-collection potential inherent to these fast-evolving tools.
Serious Educational Games
Title | Serious Educational Games PDF eBook |
Author | |
Publisher | BRILL |
Pages | 95 |
Release | 2008-01-01 |
Genre | Education |
ISBN | 9087903812 |
Serious Educational Games: From Theory to Practice focuses on experiences and lessons learned through the design, creation and research in the Serious Education Games Movement. Serious Games is a term coined for the movement that started in 2003 for using commercial video game technology for teaching and learning purposes.
Interdisciplinary Models and Tools for Serious Games: Emerging Concepts and Future Directions
Title | Interdisciplinary Models and Tools for Serious Games: Emerging Concepts and Future Directions PDF eBook |
Author | Van Eck, Richard |
Publisher | IGI Global |
Pages | 430 |
Release | 2010-03-31 |
Genre | Education |
ISBN | 1615207201 |
"This book discusses the need for interdisciplinary awareness in the study of games and learning"--Provided by publisher.