223 results on '"ludification"'
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2. Validation d'un jeu de cartes pour la simulation des appels en régulation. Étude POKER.
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Vieira, J. Alves, Bensoussan, M., Bard, S., Bompas, A., Nomede-Martyr, F., Martin, A., Alves, S., De Stefano, C., Randriamandimby, T., Reuter, P.-G., Feral-Pierssens, A.-L., and Lapostolle, F.
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COMPUTER simulation ,PERSONNEL management ,EMERGENCY medical services ,TEACHING methods ,DESCRIPTIVE statistics ,HOSPITAL medical staff ,GAMES ,PROFESSIONAL standards ,DATA analysis software - Abstract
Copyright of Annales Françaises de Médecine d'Urgence is the property of John Libbey Eurotext Ltd. and its content may not be copied or emailed to multiple sites or posted to a listserv without the copyright holder's express written permission. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract. (Copyright applies to all Abstracts.)
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- 2024
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3. TRANSDISCIPLINARY FUTURES: ENHANCING GAME DESIGN AND INTERACTIVE MEDIA EDUCATION IN THE HIGHER EDUCATION LANDSCAPE.
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Young, Bradley
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EDUCATIONAL games ,HIGHER education ,EDUCATIONAL programs ,TECHNOLOGICAL innovations ,DATA analysis - Abstract
The purpose of this paper is to provide a conceptual framework to further stimulate and progress the ongoing discussion and innovation around the challenges and opportunities for educational programs in Game Design and Interactive/Immersive Media. As a reflective paper it provides a curated literature overview that illustrates key drivers in this conversation and thus highlights critical aspects of recent trends that have emerged. It then situates this within the curriculum contexts and realities that presently exists within the higher education (HE) sector specifically outlining mechanisms and approaches that can be infused/adopted to enhance the quality of the learning experience and graduate outcomes in the field and allied professions. Effectively addressing these issues further provides much added value to new proposals and evolving programs in Game Design. Indeed, when examining available data it could reasonably be theorized that interdisciplinary programs in Game Design and Interactive Media could become a ubiquitous feature of the higher and continuing education landscape not dissimilar to the rise of other major fields of endeavor in recent decades. [ABSTRACT FROM AUTHOR]
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- 2024
4. Homo Deludens: An Attempt to Determine the Ludicrous Elements of Culture.
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POP, Doru
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IDEOLOGICAL analysis ,CULTURE ,DOLLMAKING ,CULTURAL history ,ORGANS (Anatomy) ,SOCIAL dynamics ,FILM adaptations - Abstract
As Mattel celebrated the 65th anniversary of Barbie in 2024, to address the issues raised by by this plastic object and its influence in our culture and collective imaginary carries profound implications. Barbie, the iconic doll created by Ruth Handler in 1954, has a long cultural history as a globally relevant phenomenon which has been explained from two conflicting perspectives: either as a feminist revolutionary model, or as a hegemonic representation. Using the conceptualization of schizophrenia and capitalism, or the “body without organs” (BwO), proposed by Deleuze and Guattari in Anti-Oedipus, this article presents Barbie as a manifestation of contemporary depletion of criticism. Discussed with the tools of ideological and ludological analysis, the movie Barbie (2023), directed by Greta Gerwig, provides the main case study for the debate about the transformations of our ludic experiences, with references to the adaptation of this popular toy to various other media. This tendency, considered to be relevant for contemporary social and economic dynamics, is related to the concept of puerilization. [ABSTRACT FROM AUTHOR]
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- 2024
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5. Tour 360 et jeu d’évasion : réalité virtuelle dans Moodle
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Nathalie Angers, Étienne Roy, and Dominic Gagné
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plugiciels moodle ,activités immersives ,réalité virtuelle ,ludification ,ludicisation ,engagement des apprenants ,jeux d’évasion ,jeux sérieux ,récit ,Theory and practice of education ,LB5-3640 ,Special aspects of education ,LC8-6691 ,Information technology ,T58.5-58.64 - Abstract
Le RÉCITFAD développe des plugiciels pour Moodle, dont deux qui ont le potentiel d’intégrer des activités immersives : Tour 360 et Jeu d’évasion. Le plugiciel Tour 360 facilite la création d’activités immersives qui permettent à la personne apprenante de visiter virtuellement des environnements. À l’aide d’un casque de RV ou d’un support traditionnel, elle navigue d’une image ou d’une vidéo à l’autre pour y trouver des informations et des éléments interactifs. Le plugiciel Jeu d’évasion permet de proposer des défis de différentes natures et de niveaux de difficulté variés qui concordent avec les intentions pédagogiques de la personne enseignante. En plus de présenter ces deux plugiciels, cet article traite de la pertinence de créer des activités immersives en FAD et relève quelques exemples.
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- 2023
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6. Un processus et des principes pour le développement de jeux sérieux en réalité virtuelle immersive
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Christine Marquis, Bruno Poellhuber, Sébastien Wall-Lacelle, and Normand Roy
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technologies immersives ,enseignement des sciences ,ludification ,jeux sérieux ,design ,analyse de la valeur pédagogique ,Theory and practice of education ,LB5-3640 ,Special aspects of education ,LC8-6691 ,Information technology ,T58.5-58.64 - Abstract
La réalité virtuelle, qui implique un environnement généré par un système informatique donnant une impression de réalité, de présence et d'engagement (Pellas et al., 2020), a connu des développements dans le domaine de l’éducation (Freina et Ott, 2015; Jensen et Konradsen, 2018). Les avantages qu’elle présente, notamment pour la visualisation des concepts abstraits, pour la réalisation de tâches expérimentales difficiles ou impossibles à réaliser dans la réalité ainsi que pour la motivation, l’engagement et le transfert des apprentissages la rendent particulièrement utile pour l’apprentissage des sciences (Dalgarno et Lee, 2010; Lewis et al., 2021; Shin, 2017). En nous ancrant dans une démarche adaptée de l’analyse de la valeur pédagogique (Rocque et al., 1998), du modèle ADDIE, de l’art de la conception des jeux sérieux (Ryerson University, 2018) et d’un modèle de conception d’applications en réalité virtuelle (Vergara et al., 2017), nous avons développé de manière itérative différents jeux sérieux en réalité virtuelle en sciences au collégial (biologie, chimie et physique) pour finalement les mettre à l’essai en classe à l’automne 2022. Cet article vise à partager le processus expérimenté pour le développement, les résultats de chacune des étapes de ce processus ainsi que les principes qui en sont ressortis. Le tout sera utile aux acteurs du milieu de l’éducation désirant développer des jeux sérieux en réalité virtuelle.
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- 2023
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7. Rethinking gamified democracy as frictional: a comparative examination of the Decide Madrid and vTaiwan platforms.
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Tseng, Yu-Shan
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POLITICAL participation , *DEMOCRACY , *HUMAN geography , *DIGITAL technology , *CULTURAL geography , *FRICTION - Abstract
Gamification in digital design harnesses game-like elements to create rewarding and competitive systems that encourage desirable user behaviour by influencing users' bodily actions and emotions. Recently, gamification has been integrated into platforms built to fix democratic problems such as boredom and disengagement in political participation. This paper draws on an ethnographic study of two such platforms – Decide Madrid and vTaiwan – to problematise the universal, techno-deterministic account of digital democracy. I argue that gamified democracy is frictional by nature, a concept borrowed from cultural and social geographies. Incorporating gamification into interface design does not inherently enhance the user's enjoyment, motivation and engagement through controlling their behaviours. 'Friction' in the user experience includes various emotional predicaments and tactical exploitation by more advanced users. Frictional systems in the sphere of digital democracy are neither positive nor negative per se. While they may threaten systemic inclusivity or hinder users' abilities to organise and implement policy changes, friction can also provide new impetus to advance democratic practices. [ABSTRACT FROM AUTHOR]
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- 2023
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8. Ludification
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Lee, Newton, editor
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- 2024
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9. Les jeux à but de partage : des jeux sérieux destinés à motiver et à accompagner les échanges de points de vue et de connaissances.
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GORIA, Stéphane
- Abstract
Copyright of ESSACHESS is the property of ESSACHESS and its content may not be copied or emailed to multiple sites or posted to a listserv without the copyright holder's express written permission. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract. (Copyright applies to all Abstracts.)
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- 2023
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10. GAMIFICATION AND COOPERATIVE LEARNING: EFFECTS OF A HYBRIDIZATION IN PHYSICAL EDUCATION.
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Jiménez-Parra, J. F., Valero-Valenzuela, A., Conde, A., and Manzano-Sánchez, D.
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GAMIFICATION ,PHYSICAL education - Abstract
Copyright of International Journal of Medicine & Science of Physical Activity & Sport / Revista Internacional de Medicina y Ciencias de la Actividad Física y del Deporte is the property of Revista Internacional de Medicina y Ciencias de la Actividad Fisica y del Deporte and its content may not be copied or emailed to multiple sites or posted to a listserv without the copyright holder's express written permission. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract. (Copyright applies to all Abstracts.)
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- 2023
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11. Un exemple d'énigmes pour escape-game pédagogique : Mathématiques pour l'Ingénieur.
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Josso-Laurain, Thomas
- Abstract
Copyright of J3eA is the property of EDP Sciences and its content may not be copied or emailed to multiple sites or posted to a listserv without the copyright holder's express written permission. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract. (Copyright applies to all Abstracts.)
- Published
- 2023
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12. Scénarisation pédagogique d'un travail pratique d'électronique des capteurs et réflexion sur les pratiques du télétravail.
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Roucaries, Bastien, Hebaz, Salah-Eddine, Goncalves, Taisa Guidini, and Alaoui, Meriem Chrifi
- Abstract
Copyright of J3eA is the property of EDP Sciences and its content may not be copied or emailed to multiple sites or posted to a listserv without the copyright holder's express written permission. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract. (Copyright applies to all Abstracts.)
- Published
- 2023
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13. Una Historia interactiva: los videojuegos como herramienta didáctica en las clases de secundaria.
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Unamunzaga, Alejandro Campillo and Rigalt, Daniel Casado
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Copyright of Revista Tecnología, Ciencia & Educación is the property of Centro de Estudios Financieros SL and its content may not be copied or emailed to multiple sites or posted to a listserv without the copyright holder's express written permission. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract. (Copyright applies to all Abstracts.)
- Published
- 2022
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14. Proposing a Typology of Ludification as a Translation Technique for PC, Console, Mobile and Online Games
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SF. Luthfie Arguby Purnomo, SF. Lukfianka Sanjaya Purnama, Lilik Untari, Arynaa Azzahra, and Nadya Octaviana Pramana Putri
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ludification ,translation technique ,video game translation ,localization ,Language and Literature ,English language ,PE1-3729 ,Oriental languages and literatures ,PJ - Abstract
Translation technique typology indicates a lack of specific technique to evoke playful nuance – ludification. We argue that ludification might also serve as a translation technique in video game translation context. This research attempts to prove the presence of ludification translation technique. To do so, we analyzed nine PC, console, mobile, and online games from various genres and developers under the umbrella of qualitative design. The theories of lability and merrines by Huizinga, ludification of digital media by de Lange et al, and skopos by Reiss and Vermeer were applied in the analysis. The findings reveal that ludification as a translation technique is existent. This type of translation technique is made possible due to the carte blanche of video game translators. The findings also indicate that ludification as a translation technique has a distinctive typology, making it different from the other translation techniques. First, it breaks translation rules and standards to generate contextual merriness. Second, it has explanative and expressive functions. Third, it has subtypes, namely emojization, referencing, and para-localization. This study implies that the scholars of translation studies might apply this typology not only on game translation context but also audiovisual context like subtitling especially fansub, where carte blanche and creativity are required to deal with the space restriction.
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- 2021
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15. Ludification : Virtuelle Spielgefährten und (proto-)soziale Plausibilität
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Harth, Jonathan, Kasprowicz, Dawid, editor, and Rieger, Stefan, editor
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- 2020
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16. Gamification and Beyond: The Case of Ludification
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Walther, Bo Kampmann, Larsen, Lasse Juel, Goos, Gerhard, Founding Editor, Hartmanis, Juris, Founding Editor, Bertino, Elisa, Editorial Board Member, Gao, Wen, Editorial Board Member, Steffen, Bernhard, Editorial Board Member, Woeginger, Gerhard, Editorial Board Member, Yung, Moti, Editorial Board Member, Marfisi-Schottman, Iza, editor, Bellotti, Francesco, editor, Hamon, Ludovic, editor, and Klemke, Roland, editor
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- 2020
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17. La gamificación y el arte en la enseñanza de una lengua extranjera en el siglo XXI.
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Mogrovejo, Monserratt and Mogrovejo, Monserratt
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Este trabajo analiza el papel crucial de la tecnología y la innovación en la educación contemporánea centrándose en la enseñanza de idiomas extranjeros. Se aborda la necesidad apremiante de incorporar herramientas tecnológicas en entornos educativos para adaptarse a una sociedad globalizada y tecnológicamente avanzada. Se discuten los desafíos que enfrentan los educadores en la era actual, destacando la importancia de un enfoque pedagógico adaptativo y personalizado. Se analiza cómo la innovación en la educación; incluida la tecnología digital y la gamificación, puede mejorar sustancialmente los procesos de enseñanza y aprendizaje. Se enfatiza la relevancia de la personalización del aprendizaje, el uso estratégico de herramientas digitales y la creación de entornos educativos colaborativos y flexibles. Además, se examina el impacto positivo de la gamificación en la motivación y el compromiso de los estudiantes, así como en el desarrollo de habilidades lingüísticas y sociales. Se subraya el papel del arte en la enseñanza de idiomas extranjeros, destacando su capacidad para enriquecer la experiencia educativa y promover un aprendizaje más profundo y significativo; describiendo varias formas en que el arte puede integrarse en el aula para estimular la creatividad, la expresión personal y la comprensión cultural. Por último, se reflexiona sobre el futuro de la enseñanza, explorando el potencial de la inteligencia artificial (IA) para mejorar la personalización del aprendizaje y brindar apoyo inteligente a estudiantes y educadores. Se plantea la posibilidad de una integración total de la tecnología en la enseñanza, aunque se reconoce que su impacto completo aún está por determinarse., This work analyzes the crucial role of technology and innovation in contemporary education, focusing on foreign language teaching. It addresses the pressing need to incorporate technological tools in educational environments to adapt to a globalized and technologically advanced society. The challenges facing educators in the current era are discussed, highlighting the importance of an adaptive and personalized pedagogical approach. Furthermore, it examines how innovation in education, including digital technology and gamification, can substantially enhance teaching and learning processes. The relevance of personalized learning, the strategic use of digital tools, and the creation of collaborative and flexible educational environments are emphasized. Additionally, the positive impact of gamification on student motivation and engagement, as well as on the development of linguistic and social skills, is underscored. The role of art in foreign language teaching is also emphasized, highlighting its ability to enrich the educational experience and promote deeper and more meaningful learning. Various ways in which art can be integrated into the classroom to stimulate creativity, personal expression, and cultural understanding are described. Finally, the future of teaching is reflected upon, exploring the potential of artificial intelligence (AI) to enhance personalized learning and provide intelligent support to students and educators. The possibility of full integration of technology in teaching is raised, although it is acknowledged that its complete impact is yet to be determined., Este documento analisa o papel crucial da tecnologia e da inovação na educação contemporânea, com foco no ensino de línguas estrangeiras. Aborda-se a necessidade premente de incorporar ferramentas tecnológicas em ambientes educacionais para se adaptar a uma sociedade globalizada e tecnologicamente avançada. Discutem-se os desafios enfrentados pelos educadores na era atual, destacando a importância de uma abordagem pedagógica adaptativa e personalizada. Além disso, analisa-se como a inovação na educação, incluindo a tecnologia digital e a gamificação, pode melhorar substancialmente os processos de ensino e aprendizagem. Enfatiza-se a relevância da personalização da aprendizagem, o uso estratégico de ferramentas digitais e a criação de ambientes educacionais colaborativos e flexíveis. Também se examina o impacto positivo da gamificação na motivação e no engajamento dos estudantes, bem como no desenvolvimento de habilidades linguísticas e sociais. Destaca-se também o papel da arte no ensino de línguas estrangeiras, enfatizando sua capacidade de enriquecer a experiência educacional e promover uma aprendizagem mais profunda e significativa. Descrevem-se diversas formas pelas quais a arte pode ser integrada à sala de aula para estimular a criatividade, a expressão pessoal e a compreensão cultural. Por fim, reflete-se sobre o futuro do ensino, explorando o potencial da inteligência artificial (IA) para aprimorar a personalização da aprendizagem e fornecer suporte inteligente a estudantes e educadores. Levanta-se a possibilidade de uma integração total da tecnologia no ensino, embora se reconheça que seu impacto completo ainda esteja por determinar., Ce travail examine le rôle crucial de la technologie et de l'innovation dans l'éducation contemporaine, en se concentrant sur l'enseignement des langues étrangères. Il aborde le besoin urgent d'incorporer des outils technologiques dans les environnements éducatifs pour s'adapter à une société globalisée et technologiquement avancée. Les défis auxquels les éducateurs sont confrontés à l'ère actuelle sont discutés, en mettant en évidence l'importance d'une approche pédagogique adaptative et personnalisée. En outre, il analyse comment l'innovation dans l'éducation, y compris la technologie numérique et la gamification, peut améliorer considérablement les processus d'enseignement et d'apprentissage. L'accent est mis sur la pertinence de la personnalisation de l'apprentissage, l'utilisation stratégique des outils numériques et la création d'environnements éducatifs collaboratifs et flexibles. De plus, l'impact positif de la gamification sur la motivation et l'engagement des étudiants, ainsi que sur le développement des compétences linguistiques et sociales, est examiné. Le rôle de l'art dans l'enseignement des langues étrangères est également souligné, mettant en avant sa capacité à enrichir l'expérience éducative et à promouvoir un apprentissage plus profond et significatif. Plusieurs façons d'intégrer l'art en classe pour stimuler la créativité, l'expression personnelle et la compréhension culturelle sont décrites. Enfin, une réflexion sur l'avenir de l'enseignement est proposée, explorant le potentiel de l'intelligence artificielle (IA) pour améliorer la personnalisation de l'apprentissage et fournir un soutien intelligent aux étudiants et aux éducateurs. La possibilité d'une intégration totale de la technologie dans l'enseignement est envisagée, bien que l'impact complet reste à déterminer.  
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- 2024
18. Desarrollo de una plataforma educativa en favor del aprendizaje de la ortografía española para niños en edad temprana a través del uso de la tecnología y ludificación
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Universidade da Coruña. Facultade de Informática, Osende González, Mateo, Universidade da Coruña. Facultade de Informática, and Osende González, Mateo
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[Resumen]: Este proyecto tiene como objetivo central el desarrollo de una herramienta educativa que potencie las habilidades ortográficas en niños en edad temprana, haciendo uso de la tecnología y estrategias de ludificación. Se ha creado una plataforma web interactiva que emplea inteligencia artificial para generar dictados adaptados al nivel del usuario. Además, se ha diseñado un algoritmo de corrección propio que ofrece retroalimentación personalizada, identificando y priorizando los errores ortográficos para una mejora efectiva. Para optimizar la retención a largo plazo, se ha integrado el algoritmo de Leitner, facilitando así el proceso de aprendizaje. La inclusión de elementos lúdicos como puntos, niveles y desafíos tiene como propósito motivar activamente a los usuarios y mantener su interés en el aprendizaje. Esta propuesta representa un avance en la enseñanza de la ortografía, ofreciendo una experiencia educativa envolvente y efectiva que promueve el desarrollo de habilidades lingüísticas de manera atractiva para los niños., [Abstract]: This project aims to develop an educational tool that enhances spelling skills in young children through the utilization of technology and gamification strategies. An interactive web platform has been created, leveraging artificial intelligence to generate dictations tailored to the user's level. Additionally, a proprietary correction algorithm has been designed to provide personalized feedback, identifying and prioritizing spelling errors for effective improvement. To optimize long-term retention, the Leitner algorithm has been integrated, streamlining the learning process. The incorporation of gamified elements such as points, levels, and challenges aims to actively motivate users and sustain their interest in learning. This proposal represents a step forward in spelling education, offering an engaging and effective educational experience that promotes the development of language skills in an appealing manner for children.
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- 2024
19. Les technologies éducatives au profit du développement des athlètes
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Frédérique Campeau and Isabelle Savard
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qualités athlétiques ,ludification ,réalité virtuelle immersive ,intelligence artificielle ,technologies éducatives ,délicieuse incertitude ,autodétermination ,Theory and practice of education ,LB5-3640 ,Special aspects of education ,LC8-6691 ,Information technology ,T58.5-58.64 - Abstract
L’émergence grandissante des technologies n’est plus une surprise pour personne. Depuis les dernières années, les chercheurs ont avancé plusieurs hypothèses et présenté autant de résultats sur les retombées avantageuses que procure l’usage des technologies éducatives sur l’apprentissage (Bulfin, Johnson et Bigum, 2015). À cet effet, plusieurs études s’intéressent à l’impact et à l’utilisation efficace de différentes technologies éducatives pour l’ensemble des matières à l’école. Néanmoins, l’éducation physique semble être le mouton noir. De ce fait, très peu d’études expliquent comment, en éducation physique, les technologies éducatives sont utilisées ainsi que l’optimisation des apprentissages qu’elles engendrent (Casey, Goodyear, et Armour, 2016). Pourtant, tout comme les apprenants, les athlètes pourraient également bénéficier des retombées avantageuses de l’utilisation des technologies éducatives afin de développer leurs qualités athlétiques. La présente recherche permet de comprendre comment l’usage de certaines technologies éducatives peut contribuer au développement des qualités athlétiques en tentant de répondre à la question suivante : Comment la ludification, la réalité virtuelle (RV) immersive et l’intelligence artificielle (IA) peuvent-elles contribuer au développement des qualités athlétiques? Afin de répondre à cette question, une analyse de la littérature est d’abord effectuée. Ensuite, un cadre théorique est élaboré. Ce dernier se base sur la création d’une synergie entre deux théories appliquées au contexte sportif et l’exploitation de ces trois stratégies pédagogiques intégrant les technologies éducatives innovantes du 21e siècle pour le développement de qualités athlétiques. Le cadre proposé permet d’envisager l’hybridation de l’enseignement et de l’apprentissage, lié au développement des qualités athlétiques.
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- 2020
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20. Nouvelle méthode pédagogique en médecine d'urgence: l'escape game.
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Vuillaume, L. Abensur and Chauvin, A.
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HEALTH education ,GAMES ,HEALTH care reform ,COMMUNICATION ,OUTCOME-based education ,GAMIFICATION - Abstract
Copyright of Annales Françaises de Médecine d'Urgence is the property of John Libbey Eurotext Ltd. and its content may not be copied or emailed to multiple sites or posted to a listserv without the copyright holder's express written permission. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract. (Copyright applies to all Abstracts.)
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- 2022
- Full Text
- View/download PDF
21. Reflections on Ludification: Approaching a Conceptual Framework - And Discussing Inherent Challenges.
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Walther, Bo Kampmann and Larsen, Lasse Juel
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GAMIFICATION ,FALSIFICATION ,GAMES - Abstract
This article discusses the relatively new concept of ludification with the attempt of laying the theoretical groundwork for further studies. Although ludification ties in with both gamification and the concept and practice of transmedia it possesses unique characteristics and qualities of its own, primarily evolving around games and playful ways of structuring stories. The focus point is how traditional media such as tv-series and movies incorporate gamelike traits and structures into their narrative structure. This concerns both the narrative structures that users can and cannot interact with. Among other things, we consider a deep understanding of ludification vital for the more practically oriented approach to learning through (serious) games. Thus, this paper serves as a prolegomenon to the interpretation of works of ludification, as well as to the diverse field of deploying gamified material in didactical and pedagogical context. In addition to the conceptual groundwork for understanding ludification and how it manifests itself we propose an analytical method for unearthing the traits and structures of ludification: we have coined this method the ludo-interpretation. Furthermore, this article discusses the merits and shortcomings of ludification and the ludo-interpretation in the final section where we deploy a Popperian inspired three-levelled falsification and refutation technique. [ABSTRACT FROM AUTHOR]
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- 2021
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22. THE LUDIFICATION OF THE MARKETING COMMUNICATION. GAMIFICATION TECHNIQUES USED BY HIGH-END BRANDS.
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HODOROGEA, Vasile and CĂȘVEAN, Tulia Maria
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DIGITAL communications ,BRAND image ,GAMIFICATION ,STREAMING video & television ,BRANDING (Marketing) ,VIDEO games - Abstract
The accelerated development of new technologies, the portability of telecommunications, the proliferation of digital media and, above all, the access of the general public to all this, determine a change in the way people communicate with each other and with the commercial brands. The brands, on the other hand, need to adapt quickly to this "digital culture" in which communication takes place in any space. In the new digital age, the modern logic of marketing communication acts on the consumer in the direction of playfulness, of ludic behaviour in the process of receiving the commercial message, giving him gamification mechanisms that create the impression of control over the production of the commercial message content, through interactions with media (brand and company sites, online applications, virtual exhibition and sales spaces - e-commerce sites). Gamification may bring an experience more enjoyable and more engaging, that could not necessarily bring a valuable outcome, or changing behaviour by exploiting “gameful”, as using those techniques in relationship with education, yet it could be a way to motivate people to behave [31]. This paper uses a collective case-study method to assess the brand communication using gamification techniques for building playful content, analysing official websites, professional websites and the responses to an e-mail mini-questionnaire. The purpose of the current study was to determine if brands can „borrow” models, practices and techniques from the online or video games (the wider area of gaming) and to reproduce them in non-gaming media, in order to obtain viable commercial communication products. [ABSTRACT FROM AUTHOR]
- Published
- 2021
- Full Text
- View/download PDF
23. A Game of Covid: Strategic Thoughts About a Ludified Pandemic
- Author
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Marius Hans Raab, Niklas Alexander Döbler, and Claus-Christian Carbon
- Subjects
strategic gamification ,COVID-19 ,pandemic ,ludification ,analogical reasoning ,crisis ,Psychology ,BF1-990 - Abstract
Many aspects of handling the COVID-19 pandemic bear a resemblance to patterns found in games. We observe point displays and leader boards, the visible assumption of roles, classic archetypes, the collection of resources, and spatial awareness. We argue that these patterns manifest spontaneously as a form of analogical reasoning, because people lack cultural and individual norms as well as cognitive scripts for a pandemic. Trying to find systematic similarities between a novel and a familiar situation is an essential cognitive strategy and a cultural tool, resulting in a spontaneous ludification of this crisis. Unfortunately, most institutions, the media and policymakers focus on attributes that are easy to communicate, not on relations and causal chains. This results in shallow analogies, where the mechanisms and dynamics of COVID-19 are not addressed. This can cause a sense of helplessness, where many people remain passive viewers. A pandemic, however, calls for cooperative action of people who understand the relations between different factors and stakeholders in order to mitigate several negative effects linked to such a crisis. We propose a psychologically founded “Strategic gamification” (here in the context of a pandemic), a form of sense-making that builds on spontaneously emerging ludic elements. By extending upon those elements through the lens of game design, we can shape the mechanics, dynamics and esthetics of a serious context in a more meaningful way. The resulting analogies have better predictive power and are suited to utilize positive aspects of gamification like engagement, elaboration and collaboration.
- Published
- 2021
- Full Text
- View/download PDF
24. A Game of Covid: Strategic Thoughts About a Ludified Pandemic.
- Author
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Raab, Marius Hans, Döbler, Niklas Alexander, and Carbon, Claus-Christian
- Subjects
COVID-19 pandemic ,PANDEMICS ,STRATEGY games ,COVID-19 ,GAMIFICATION - Abstract
Many aspects of handling the COVID-19 pandemic bear a resemblance to patterns found in games. We observe point displays and leader boards, the visible assumption of roles, classic archetypes, the collection of resources, and spatial awareness. We argue that these patterns manifest spontaneously as a form of analogical reasoning, because people lack cultural and individual norms as well as cognitive scripts for a pandemic. Trying to find systematic similarities between a novel and a familiar situation is an essential cognitive strategy and a cultural tool, resulting in a spontaneous ludification of this crisis. Unfortunately, most institutions, the media and policymakers focus on attributes that are easy to communicate, not on relations and causal chains. This results in shallow analogies, where the mechanisms and dynamics of COVID-19 are not addressed. This can cause a sense of helplessness, where many people remain passive viewers. A pandemic, however, calls for cooperative action of people who understand the relations between different factors and stakeholders in order to mitigate several negative effects linked to such a crisis. We propose a psychologically founded "Strategic gamification" (here in the context of a pandemic), a form of sense-making that builds on spontaneously emerging ludic elements. By extending upon those elements through the lens of game design, we can shape the mechanics, dynamics and esthetics of a serious context in a more meaningful way. The resulting analogies have better predictive power and are suited to utilize positive aspects of gamification like engagement, elaboration and collaboration. [ABSTRACT FROM AUTHOR]
- Published
- 2021
- Full Text
- View/download PDF
25. Challenges and Opportunities of Field-based Data Collection with a Game. Analysis of the Development and use of a Game to Collect Data on People's Emotional Experience in their Environment.
- Author
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Henriet, Elisabeth, Burnay, Nathalie, Dalimier, Joséphine, Hurley, Jaycel, and Henry, Sabine
- Subjects
EMOTIONAL experience ,ACQUISITION of data ,REQUIREMENTS engineering ,EMOTIONS ,GAMES - Abstract
Copyright of BMS: Bulletin de Methodologie Sociologique (Sage Publications Ltd.) is the property of Sage Publications Inc. and its content may not be copied or emailed to multiple sites or posted to a listserv without the copyright holder's express written permission. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract. (Copyright applies to all Abstracts.)
- Published
- 2021
- Full Text
- View/download PDF
26. Motivando la construcción de conocimiento colectivo a través del juego: un análisis de caso implementando medios físicos.
- Author
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Lombardelli, Maria Julieta, Torres, Diego, and Fernandez, Alejandro
- Abstract
Copyright of Cuadernos del Centro de Estudios de Diseño y Comunicación is the property of Cuadernos del Centro de Estudios de Diseno y Comunicacion and its content may not be copied or emailed to multiple sites or posted to a listserv without the copyright holder's express written permission. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract. (Copyright applies to all Abstracts.)
- Published
- 2020
27. Ludificação do Território Estrada Real em Produto Turístico.
- Author
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Angélico Mendonça, Maria Cristina, Anna Silva, Stefânea de Santa, Oliveira Angélico, Giulia, Mendonça Peixoto, Maria Gabriela, and Siade Barbosa, Déborah Mara
- Subjects
- *
TOURIST attractions , *IMAGINARY places , *CONTENT analysis , *SCIENTIFIC method , *COLONIZATION - Abstract
In Brazil, the Royal Road is "gold" when it comes to tourist destination, once it is the natural, cultural and historic cradle of Brazilian colonization. Therefore, this paper presents the agents, their initiatives, connections, besides the results achieved with regard to new uses and appropriations resulting from the Royal Road transformation process. From a methodological point of view, the research has qualitative nature, using both the "Snowball" the "Content Analysis" scientific methods. The results and analysis showed that the agents directly involved in the Royal Road Ludification process, implement initiatives that have generated new uses and appropriations, products and/or goods to the symbolic market due to their organizational format connections. The tourist route "Royal Road has become a place of imaginary and bucolic experience, as well as a tourist destination of national and international reference. [ABSTRACT FROM AUTHOR]
- Published
- 2020
- Full Text
- View/download PDF
28. Développement et évaluation d'avatars personnalisés dans un environnement immersif transmédiatique : effets sur l'anxiété et la douleur
- Author
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Guingo, Estelle and Guingo, Estelle
- Abstract
La gestion de l’anxiété et de la douleur est un enjeu important dans les services d’hémato-oncologie pédiatriques. Les outils développés et les ressources actuellement disponibles ne sont pas suffisants pour offrir aux patients et à leur famille une gestion optimale de l’anxiété et de la douleur. Les nouvelles technologies, telles que la réalité virtuelle et les contenus vidéoludiques, permettent de créer des outils de distraction thérapeutique adaptés au contexte hospitalier et personnalisés en fonction de la condition des patients. Bien que leur efficacité ait été démontrée, le processus de conception et de développement de ces outils est souvent omis, ce qui rend difficile d’évaluer ces projets dans leur ensemble. L’objectif de cette thèse était tout d’abord de développer et de tester une application multiplateforme basée sur un avatar personnalisé, dans le but de réduire l’anxiété et la douleur chronique chez des enfants hospitalisés dans un service d’hémato-oncologie pédiatrique. Ce projet de recherche visait à étudier et évaluer la faisabilité et l’acceptabilité d’une telle intervention, à comprendre ses effets sur la douleur et l’anxiété des patients, ainsi qu‘à évaluer la satisfaction des patients, de leurs parents et des professionnels de la santé impliqués dans leurs soins. Dans cette perspective, une application multi-plateforme, disponible sur mobile et en réalité virtuelle, a été développée en utilisant un processus de Design Thinking (processus de création centré sur l’utilisateur). À la suite du prototypage et grâce à une approche Co-design, un atelier de dessin a été réalisé avec chaque enfant participant (n=5) afin de créer un avatar personnalisé intégré à chaque application. Par la suite, une approche qualitative recherche-action a été suivie afin de comprendre les effets de notre intervention et ses enjeux logistiques et sociaux auprès des enfants, de leurs parents et des professionnels de la santé. Cette étude a été réalisée grâce à des entrevues
- Published
- 2023
29. L'efecte de la pràctica del record en l'aprenentatge: Una proposta per millorar l'aprenentatge i el rendiment dels alumnes
- Author
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Universitat Politècnica de Catalunya. Institut de Ciències de l'Educació, Hernández Fernández, Antonio, Jover Couce, Felisa Maria, Universitat Politècnica de Catalunya. Institut de Ciències de l'Educació, Hernández Fernández, Antonio, and Jover Couce, Felisa Maria
- Abstract
La pràctica del record pot ser una eina fonamental per a l'aprenentatge i la consolidació dels coneixements. No obstant, les estratègies d'ensenyament tradicionals sovint no promouen de forma adequada aquesta pràctica. Per això, és important explorar noves metodologies pedagògiques que incorporin la pràctica del record com a eina per a la consolidació dels coneixements. D'aquesta manera, els alumnes podran desenvolupar la seva capacitat de recordar i aplicar els coneixements adquirits a llarg termini. La pràctica del record no ha de ser vista com una simple memorització mecànica de continguts, sinó com una oportunitat per aprofundir en el coneixement. Mitjançant la pràctica del record, els alumnes poden adquirir les capacitats necessàries per afrontar les exigències del món actual i futur, i desenvolupar competències com la capacitat de relacionar, comparar, sintetitzar, analitzar i aplicar el coneixement adquirit a altres situacions. Això també implica l'ús de preguntes i activitats que promoguin la comprensió del contingut i la seva relació amb altres conceptes. En aquest treball s'ha realitzat una introducció teòrica del tema escollit seguit d'un treball experimental per avaluar l'impacte de la pràctica del record en l'aprenentatge de les matemàtiques. Les proves s'han realitzat en un conjunt anomenat "Matelliga" durant el segon trimestre del curs 2022-23. S'han realitzat en un total de vuit proves utilitzant diverses plataformes com ara Quizizz, Kahoot! i Socrative per
- Published
- 2023
30. Ludic
- Author
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Serna, Audrey and Lavoué, Elise
- Subjects
Motivation ,Engagement ,Ludification - Abstract
Fiche outil sur "Ludic", un plugin Moodle permettant d'ajouter des éléments ludiques paramétrables aux enseignements.
- Published
- 2023
- Full Text
- View/download PDF
31. UNA REVISIÓN SISTEMÁTICA SOBRE GAMIFICACIÓN, MOTIVACIÓN Y APRENDIZAJE EN UNIVERSITARIOS.
- Author
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PRIETO ANDREU, Joel Manuel
- Subjects
GAMIFICATION ,HIGHER education ,DATABASE searching ,ACADEMIC motivation - Abstract
Copyright of Teoría de la Educación. Revista Interuniversitaria is the property of Ediciones Universidad de Salamanca and its content may not be copied or emailed to multiple sites or posted to a listserv without the copyright holder's express written permission. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract. (Copyright applies to all Abstracts.)
- Published
- 2020
- Full Text
- View/download PDF
32. The Development of the Linguistic Risk-Taking Initiative at the University of Ottawa.
- Author
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Slavkov, Nikolay and Séror, Jérémie
- Subjects
- *
BILINGUALISM , *FRENCH as a second language , *EXPERIENTIAL learning , *GAMIFICATION - Abstract
This article capitalizes on the notion of linguistic risk-taking by focusing on a new pedagogical initiative at the University of Ottawa, an institution where courses, programs, and services in both English and French are available. In this bilingual context, we define linguistic risks as authentic communicative acts in learners' second official language (French/English) which may be "risky" due to factors such as making mistakes, being misunderstood, misunderstanding others, being judged, taking on a different identity, and changing previously established language-choice patterns. This may cause learners to miss campus-wide opportunities for authentic and meaningful second language engagement. To encourage risk-taking, we designed an initiative offering a Linguistic Risk-Taking Passport (a 26-page booklet with over 70 risks) distributed to over 500 French/English learners. The risks represent authentic activities available outside the language classroom (e.g., speak the second language at the library, approach a passer-by for directions, order food at the cafeteria, interact with professors/administrators, attend events, etc.). Learners autonomously check off risks in their passports, comment on difficulty levels, propose additional risks, and can submit passports for prizes. We survey theoretical constructs related to linguistic risk-taking, detail the development of the initiative, and conclude with future directions, including technology use. [ABSTRACT FROM AUTHOR]
- Published
- 2019
- Full Text
- View/download PDF
33. Play and Gameful Movies: The Ludification of Modern Cinema.
- Author
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Larsen, Lasse Juel
- Abstract
The aim of this article is to advance a conceptual framework of ludification by separating out current thinking to incorporate two noninteractive cinematic areas—playful aesthetics and gameful narratives. Ludification is usually associated with the construction of ludic identities and cultural practices in the usage of new media or with application of game elements in nongame contexts known as gamification. This overlooks, on the one hand, the influence of cinematic aesthetics on computer games and, on the other hand, the extent to which play aspects and computer game elements imprint and transform the narrative compositional structures of modern cinema. The present study's investigation will present an expanded conceptualization of ludification, classified by playfulness and gamefulness through interactive/noninteractive properties, aesthetic forms of expressions, and narrative compositions under the respective headings of gamification and cinemafication. These efforts unearth five traits of computer game influences on contemporary cinema presented under the headings, (1) play worlds, (2) ludified quests, (3) controller and interfaces, (4) play experience, and (5) game structure. [ABSTRACT FROM AUTHOR]
- Published
- 2019
- Full Text
- View/download PDF
34. Introduction to a Class-based Online Writing Environment: Gwrit (Game of Writing).
- Author
-
Jinman Zhang, Rockwell, Geoffrey, Graves, Roger, Graves, Heather, McKellar, Mark, and Ranaweera, Kamal
- Subjects
WRITING ,COMPUTER assisted instruction ,GAMIFICATION ,PEER review of students - Abstract
Copyright of Digital Studies / Champ Numérique is the property of Open Library of Humanities and its content may not be copied or emailed to multiple sites or posted to a listserv without the copyright holder's express written permission. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract. (Copyright applies to all Abstracts.)
- Published
- 2019
- Full Text
- View/download PDF
35. Les jeux, ce n’est pas (que) du jeu : du militaire au civil, de l’innovateur au consommateur
- Author
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Goria, Stéphane, Goria, Stéphane, Dimitri Uzinidis, and Laurent Adatto
- Subjects
Serious play ,Wargaming ,Ludification ,jeu sérieux ,Game with a purpose ,jeu à but ,Wargame ,Gamification ,Serious Game ,[SHS.INFO] Humanities and Social Sciences/Library and information sciences - Abstract
Games or play have been used as problem-solving tools in a variety of contexts, including innovation, for many, many years, even centuries. However, a real shift in perspective on the use of games began to take shape in the 1990s and 2000s with the advent of online games and the growing popularity of video games among adults. Several approaches, collectively called "serious games" or "serious play", have emerged in recent years, in which games (serious games) are specifically designed to solve business problems or, game elements are combined with a specific methodology and used to address serious issues in organizations and industries (serious play) or gamification if only a few elements of game design have been exploited to develop a utility device. The LEGO Serious Play method is a good example of this kind of practice. It uses the bricks of this brand as a tool for knowledge mediation and problem solving.This chapter gives other examples of categories of play, game uses, game hijacking or game-inspired design to be used for professional purposes, Les jeux ont été utilisés comme des outils de résolution de problèmes dans divers contextes, notamment dans le domaine de l'innovation, depuis de très nombreuses années, voire siècles. Toutefois, un véritable changement de perspective sur l'utilisation des jeux a commencé à prendre forme dans les années 1990 et 2000 avec l'avènement des jeux en ligne et la popularité croissante des jeux vidéo chez les adultes. Plusieurs approches, collectivement appelées "jeux sérieux" (serious games ou serious play), ont vu le jour ces dernières années, dans lesquelles des jeux (serious games) sont spécifiquement conçus pour résoudre des problèmes professionnels ou bien, des éléments de jeu sont associés à une méthodologie précise et utilisés pour aborder des questions sérieuses dans les organisations et les industries (serious play) ou de ludification (gamification) si seulement quelques éléments de design de jeux ont été exploités pour développer un dispositif utilitaire. La méthode LEGO Serious Play est un bon exemple de ce genre de pratique. Elle utilise les briques de cette marque comme outil de médiation des connaissances et de résolution des problèmes.Ce chapitre donne d'autres exemples de catégories d'utilisation des jeux, de détournements de jeux ou de conception inspirée par les jeux pour être employés à des fins professionnelles.
- Published
- 2023
36. GaMoodlification: Moodle al servicio de la gamificación del aprendizaje.
- Author
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Cornellà Canals, Pere and Estebanell Minguell, Meritxell
- Abstract
Copyright of Campus Virtuales is the property of Campus Virtuales and its content may not be copied or emailed to multiple sites or posted to a listserv without the copyright holder's express written permission. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract. (Copyright applies to all Abstracts.)
- Published
- 2018
37. Postures et trajectoires urbaines: la place des enfants et adolescents dans la fabrique de la ville.
- Author
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MONNET, NADJA and BOUKALA, MOULOUD
- Abstract
Copyright of Enfances, Familles, Generations is the property of Enfances, Familles, Generations and its content may not be copied or emailed to multiple sites or posted to a listserv without the copyright holder's express written permission. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract. (Copyright applies to all Abstracts.)
- Published
- 2018
- Full Text
- View/download PDF
38. Spielend heilen.
- Author
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Caliskan, Yasemin, Entezari, Rosa, Eßer, Marc, Ezold, Ulrike, Gelfart, Dennis, Mariami, Hafssa, and Beutelspacher, Lisa
- Abstract
Immer häufiger sind Spielelemente Gegenstand verschiedener spielfremder Forschungsbereiche. Einzug haben diese gamifizierten Methoden mittlerweile auch im Gesundheitswesen gehalten. Dieses systematische Review untersucht den aktuellen Forschungsstand der Anwendung von Gamification in den Bereichen „Therapie“ und „Rehabilitation“ anhand von ausgewählten Studien. Ziel ist es, sowohl Forschern als auch Anwendern von gamifizierten Projekten einen Überblick über die eingesetzten Methoden und Anwendungsmöglichkeiten zu geben. Behandelt werden der Einsatz und der Erfolg von gamifizierten Systemen sowie deren Auswirkungen auf die Patienten. Es wird zudem auf Themen hingewiesen, die innerhalb der untersuchten Literatur kaum bzw. nicht behandelt wurden. [ABSTRACT FROM AUTHOR]
- Published
- 2018
- Full Text
- View/download PDF
39. La question du public et de la nature de l’emploi du jeu à des fins sérieuses : Une réflexion développée dans un cadre d’enseignement
- Author
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Stéphane Goria
- Subjects
ludification ,simulacre ,jeu de construction ,jeu utilitaire ,jeu de rôle ,sémantique du prototype ,Social Sciences - Abstract
Comme dans bien d’autres formations, les étudiants de DUT Informatique suivent des cours d’expression-communication. Mais, ce type de cours est souvent considéré comme un cours de français et donc peu digne d’intérêt pour une majorité d’étudiants. Aussi, afin d’intéresser les étudiants, nous avons tenté de mettre en place quelques formes de jeux à des fins sérieuses. Pour ce faire, nous avons tenté de mieux comprendre ce que pouvait être un jeu sérieux à partir de sa terminologie, de ses origines ainsi qu’à partir de la sémantique du prototype. Nous avons ensuite identifié certains jeux qui pouvaient être adaptés à notre situation de cours. Nous relatons à la fin de cet article, trois expériences utilisant le jeu dans notre cadre d’enseignement. Ces formes de jeu exploitent des aspects de jeux de compétition, de rôles et de construction.
- Published
- 2017
- Full Text
- View/download PDF
40. Ingress. Mobilités et sociabilités dans un jeu de réalité augmentée
- Author
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Julien Morel
- Subjects
ingress ,jeux pervasifs ,jeux géolocalisés ,ludification ,mobilité ,smartphone ,sociabilité ,rencontres ,collaboration ,Social Sciences - Abstract
Cet article se présente comme une étude de cas de la pratique d’un jeu pervasif nommé Ingress. Il cherche à comprendre la façon dont ce jeu modifie l’organisation des déplacements quotidiens tout en générant différentes formes de collaboration et de communication en situation de coprésence ou à distance. L’ethnographie de ce jeu permet de mettre en évidence un écosystème original mêlant mobilité, actions ludiques, et différents formats d’interactions sociales aboutissant au développement d’une sociabilité électronique et plus particulièrement en situation de face à face. Ce type de jeu est de nature à modifier notablement les pratiques de déplacement et développer les relations sociales tout en rendant inévitablement publique la localisation des participants.
- Published
- 2017
- Full Text
- View/download PDF
41. Processo de seleção para aplicação da Ludificação e da Gamificação na gestão de design pela abordagem sistêmica e na inovação social
- Author
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Ferreira, Alais Souza, de Figueiredo, Luiz Fernando Gonçalves, Cunha, Cristiano Jose Castro de Almeida, Martinez, Amalia Kusiak, Ferreira, Alais Souza, de Figueiredo, Luiz Fernando Gonçalves, Cunha, Cristiano Jose Castro de Almeida, and Martinez, Amalia Kusiak
- Abstract
This article aims to prototype a selection process of instructional strategy of ludification or gamification applied to the design management through the systemic approach. This research has a theoretical and applied nature with a qualitative approach and exploratory objectives. To achieve the goal, theoretical review and action research were employed. The result shows that the design management through the systemic approach helps to identify the most appropriate instructional strategy for a particular context and when to put it into practice. For this reason, was created a block diagram which one suggests how this selection process takes place. Ludification and gamification are instructional strategies that contribute to the instruction of the team and the user. These can impact the structure of organizations at all levels of design management through the systemic approach (strategic, tactical and operational), changing the way they interact, they enable and support new relationships, audiences, processes, practices and other forms of engagement., Este artigo objetiva prototipar um processo de seleção de estratégia instrucional de ludificação ou de gamificação aplicada à gestão de design pela abordagem sistêmica. Esta pesquisa é de natureza teórica e aplicada, abordagem qualitativa e objetivos exploratórios. Para alcançar esse objetivo, foram utilizadas a revisão teórica e a pesquisa-ação. O resultado mostra que a gestão de design pela abordagem sistêmica auxilia na identificação da estratégia instrucional mais adequada para determinado contexto e quando colocá-la em prática. Por isso, foi elaborado um diagrama de bloco que sugere como acontece esse processo de seleção. A ludificação e a gamificação são estratégias instrucionais que contribuem para a instrução da equipe e do usuário. Essas podem impactar na estrutura das organizações em todos os níveis de gestão de design pela abordagem sistêmica (estratégico, tático e operacional), mudando a forma como interagem, viabilizam e comportam novas relações, públicos, processos, práticas e outras formas de engajamento., Este artículo tiene como objetivo prototipar un proceso de selección de estrategia instruccional de ludificación o gamificación aplicada a la Gestión del diseño por enfoque sistémico. Esta investigación es teórica y aplicada, de enfoque cualitativo y objetivos exploratorios. Para lograr este objetivo, se utilizó la revisión teórica y la investigación-acción. El resultado revela que la Gestión del diseño por enfoque sistémico ayuda a identificar la estrategia de instrucción más adecuada para un contexto determinado y cuándo ponerla en práctica. Por lo tanto, se elaboró un diagrama de bloques que sugiere cómo se lleva a cabo este proceso de selección. La ludificación y la gamificación son estrategias de instrucción que contribuyen a la instrucción del equipo y del usuario. Estos pueden afectar la estructura de las organizaciones en todos los niveles de la Gestión del diseño por enfoque sistémico (estratégico, táctico y operativo), cambiando la forma en que interactúan, permiten y acomodan nuevas relaciones, audiencias, procesos, prácticas y otras formas de compromiso.
- Published
- 2022
42. Ludicisation dans l'enseignement supérieur : Penser les pédagogies avec le jeu au travers de l'exemple de Classcraft
- Author
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UCL - SSH/ILC/PCOM - Pôle de recherche en communication, Philippette, Thibault, UCL - SSH/ILC/PCOM - Pôle de recherche en communication, and Philippette, Thibault
- Abstract
Partant de plusieurs expériences de terrain de l’utilisation de la plateforme Classcraft (http://www.classcraft.com), d’un côté dans un établissement de formation supérieure (2x 15 heures) et d’un autre dans un certificat universitaire pour adultes (5x 1 journée), nous aborderons la manière de « gamifier » certaines activités de groupe et de concevoir un dispositif permettant l’évaluation continue des apprentissages [1]. Cette présentation au départ empirique sera pour nous l’occasion de revenir de manière réflexive et critique sur la ludicisation de dispositifs d’apprentissage et les aspects à prendre en considération si on veut pouvoir combiner de manière signifiante jeu et apprentissage
- Published
- 2022
43. Una Historia interactiva: los videojuegos como herramienta didáctica en las clases de secundaria
- Author
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Campillo Unamunzaga, Alejandro, Casado Rigalt, Daniel, Campillo Unamunzaga, Alejandro, and Casado Rigalt, Daniel
- Abstract
The development of information and communication technologies (ICT) has led to an increasing number of changes in teaching in secondary and high school classrooms. Students, accustomed to using new technologies, are prepared to face learning in virtual environments. Specifically in Geography and History classes, audiovisual media such as cinema or documentaries have been common complementary resources for study. However, at the same time as the rise of historical cinema in recent times, numerous video games of various genres have filled the market to the point of becoming an important part of the lives of teenagers, becoming one of the most demanded forms of leisure today. Bearing all this in mind, this paper aims to value the use of video games as a didactic complement in secondary school classrooms, so that the usefulness and benefits that this type of tools can bring to the learning process can be appreciated., El desarrollo de las tecnologías de la información y de la comunicación (TIC) ha propiciado que cada vez sean más los cambios que experimenta la docencia en las aulas de educación secundaria y bachillerato. Los estudiantes (hombres y mujeres), habituados a emplear las nuevas tecnologías, están preparados para afrontar el aprendizaje en entornos virtuales. Para el estudio de medios audiovisuales como el cine o los documentales, concretamente en lo referido a las clases de Geografía e Historia, han sido recursos complementarios habituales. No obstante, a la par del auge del cine de temática histórica en los últimos tiempos, numerosos videojuegos de diversos géneros han colmado el mercado hasta constituir una parte importante de la vida de los adolescentes, convirtiéndose en una de las formas de ocio más demandadas a día de hoy. Teniendo todo ello presente, este trabajo pretende poner en valor el empleo de los videojuegos como complemento didáctico en las aulas de secundaria, de tal forma que se pueda apreciar la utilidad y los beneficios que pueden reportar este tipo de herramientas en el proceso de aprendizaje.
- Published
- 2022
44. Ludificació a l'aula: escape room com a recurs educatiu
- Author
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Universitat Politècnica de Catalunya. Departament d'Enginyeria Mecànica, Pàmies Vilà, Rosa, Torrella Carbonero, David, Universitat Politècnica de Catalunya. Departament d'Enginyeria Mecànica, Pàmies Vilà, Rosa, and Torrella Carbonero, David
- Abstract
La ludificació a l'aula s'està convertint, cada cop més, en un recurs emprat pels diferents docents per tal de millorar la motivació, concentració i participació dels seus alumnes. Amb la realització d'activitats ludificades, es pretén disminuir al màxim el nivell d'absentisme escolar i fer més atractives les diferents assignatures a impartir. Aquest treball es basa en la creació d'una proposta educativa innovadora, en forma d'Escape Room didàctic. El tema principal a tractar són els Objectius de Desenvolupament Sostenible, enfocats des de quatre punts de treball: drets socials, tecnologia i sostenibilitat, igualtat i feminisme i medi ambient. D'aquesta manera, es crea una activitat STEM ludificada, que pretén fomentar la motivació, participació i pensament crític dels alumnes. L'activitat s'ha dut a terme en dues classes de 2n d'ESO amb un total de 50 participants. El treball presenta el disseny, desenvolupament i valoració de l'experiència docent duta a terme.
- Published
- 2022
45. ¿El uso de socrative fomenta la participación y el aprendizaje activo del alumno?: Análisis desde la perspectiva del alumnado
- Author
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Grilló Méndez, Ana, Marzo Navarro, Mercedes, Pedraja Iglesias, Marta, Grilló Méndez, Ana, Marzo Navarro, Mercedes, and Pedraja Iglesias, Marta
- Abstract
The new information and communication technologies (ICTs) have produced changes in society and consequently in education. ICTs allow the introduction of a new pedagogicalapproach, based on educational gamification through the implementation of various tools. In this context, the need arises to investigate the effect on students of the incorporation of these gamification processes. This work focuses on the use of the Socrative platform in the classes of the Customer Behavior subject of the Degree in Marketing and Market Research in order to improve the teaching-learning process. For this, and after implementing the use of the Socrative platform in the classes, a questionnaire was designed to find out the usefulness of the gamification technique used to improve student learning, their satisfaction with the activity and if they would recommend it. The results show that the use of Socrative has been perceived very positively bythe students. Thus, students perceive various benefits derived from the use of this tool in teaching, which is why students have been satisfied with its use, expressing their interest in generalizing its use in other subjects., Les nouvelles technologies de l'information et de la communication (TIC) ont produit des changements dans la société et par conséquent dans l'éducation. Les TIC permettent l'introduction d'une nouvelle approche pédagogique, basée sur la gamification pédagogique à travers la mise en place de divers outils. Dans ce contexte, le besoin se fait sentir d'étudier l'effet sur les étudiants de l'incorporation de ces processus de gamification. Ce travail porte sur l'utilisation de la plateforme Socrative dans les cours de la matière Comportement du Client de la Licence en Marketing et Etudes de Marchés afin d'améliorer le processus d'enseignement-apprentissage. Pour cela, et après avoir mis en place l'utilisation de la plateforme Socrative dans les classes, un questionnaire a été conçu pour connaître l'utilité de la technique de gamification utilisée pour améliorer l'apprentissage des élèves, leur satisfaction vis-à-vis de l'activité et s'ils la recommanderaient. Les résultats montrent que l'utilisation de Socrative aété perçue très positivement par les étudiants. Ainsi, les étudiants perçoivent divers avantages tirés de l'utilisation de cet outil dans l'enseignement, c'est pourquoi les étudiants ont été satisfaits de son utilisation, exprimant leur intérêt à généraliser son utilisation dans d'autres matières., Las nuevas tecnologías de la información y de la comunicación (TICs) han producido cambios en la sociedad y por consiguiente en la educación. Las TICs permiten introducir un nuevo enfoque pedagógico, basado en la gamificación educativa a través de la implantación de diversas herramientas. En este contexto surge la necesidad de investigar el efecto en los alumnos de la incorporación de estos procesos de gamificación. Este trabajo se centra en la utilización de la plataforma Socrative en las clases de la asignatura Comportamiento del Cliente del Grado en Marketing e Investigación de Mercados con la finalidad de mejorar el proceso de enseñanza-aprendizaje. Para ello, y tras implantar el uso de la plataforma Socrative en las clases, se diseñó un cuestionario para conocer la utilidad de la técnica de gamificación empleada para mejorar el aprendizaje del estudiante, su satisfacción con la actividad y si lo recomendarían. Los resultados muestran que la utilización de Socrative ha sido percibida muy positivamente por los alumnos. Así, los estudiantes perciben diversos beneficios derivados del uso esta herramienta en la docencia, por lo que los alumnos se han mostrado satisfechos con su utilización, manifestando su interés en generalizar el uso de la misma en otras asignaturas.
- Published
- 2022
46. Game Jam - Principes de ludification
- Author
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Wauthoz Bastien
- Subjects
Game Jam ,Ludification ,Brain Manage - Abstract
Brain Manage. Support de présentation pour l'animation du Game Jam lors de la journée ludification du 20/05/2022
- Published
- 2022
- Full Text
- View/download PDF
47. Workshop exemples ludification Enseignement supérieur ULB
- Author
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Van Hecke Arnaud
- Subjects
ludification ,pédagogie universitaire ,gamification ,game studies - Abstract
Support de présentation du workshop "Exemples ludification dans l'enseignement supérieur ULB" de la journée d'études ludification dans les bibliothèques de l'enseignement supérieur du 20/05/22
- Published
- 2022
- Full Text
- View/download PDF
48. Cadrage théorique de la Journée du 20/05/22
- Author
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Van Hecke Arnaud
- Subjects
ludification ,jeu ,pédagogie ,gamification ,sciences du jeu - Abstract
Support de présentation du cadrage théorique de la journée de Ludification des bibliothèques de l'enseignement supérieur du 20/05/22
- Published
- 2022
- Full Text
- View/download PDF
49. The Passion as ludic practice—understanding public ritual performances in late modern society: a case study from the Netherlands.
- Author
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Klomp, Mirella and van der Meulen, Marten
- Subjects
- *
MODERN society , *MANNERS & customs ,PASSION of Jesus Christ - Abstract
This article offers the case study of a contemporary mediatized Christian passion event that takes place annually in the public sphere in the Netherlands. Contributing to debates in various studies of religion regarding religious change in late modern societies, the authors propose the concept of ‘play’ that, although not a new concept to the study of religion or ritual, is well suited to investigate religious ritual in a liquid modern world that is characterized by, as scholars state, a global ludification of culture. Play helps to explain that and in what ways a mediatized event like The Passion in a digital media culture opens a ludic space for many people, where their hermeneutical faculty to deal with the sacred is activated. This can resolve the paradox that, in a still secularizing country like the Netherlands, a ritual on the suffering and death of Jesus Christ can be so popular. [ABSTRACT FROM AUTHOR]
- Published
- 2017
- Full Text
- View/download PDF
50. Virtual Worlds and Gamification to Increase Integration of International Students in Higher Education: An Inclusive Design Approach.
- Author
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Bo Zhang, Robb, Nigel, Eyerman, Joe, and Goodman, Lizbeth
- Subjects
TEACHING methods ,EDUCATIONAL technology ,ONLINE education ,DIGITAL technology ,WORK environment - Abstract
Copyright of International Journal of E-Learning & Distance Education is the property of Canadian Network for Innovation in Education and its content may not be copied or emailed to multiple sites or posted to a listserv without the copyright holder's express written permission. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract. (Copyright applies to all Abstracts.)
- Published
- 2017
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