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Des conditions ergonomiques pour créer des jeux sérieux en ligne.
- Source :
-
Journal of Human Mediated Interactions / Revue des Interactions Humaines Médiatisées (RIHM) . 2013, Vol. 14 Issue 1, p3-32. 30p. - Publication Year :
- 2013
-
Abstract
- Building on the premise that today's teenagers have an immediate impact on their entourage (family and friends) and that tomorrow they will eventually bear responsibility for the development of our social norms. It is therefore legitimate to ask how we can effectively educate and encourage young people to adopt everyday behaviours that contribute to preserving water for future generations. Serious games can help young people understand cause and effect relationships, as well as the effect of their actions and decisions in relation to water conservation. Knowing that online gaming has become very popular with young people (CEFRIO, 2009), we have developed a serious game to educate students from Secondary 4 and 5 into behaving responsibly in regards to water consumption. Then, we tested The Water Game among 156 secondary school students between the ages of 14 to 19 in order to measure the appreciation of the game in terms of design, readability and usability. The results show a high degree of student appreciation among the youth concerning these issues, which has led us to elaborate some recommendations to consider when designing serious games. [ABSTRACT FROM AUTHOR]
Details
- Language :
- French
- ISSN :
- 24026522
- Volume :
- 14
- Issue :
- 1
- Database :
- Academic Search Index
- Journal :
- Journal of Human Mediated Interactions / Revue des Interactions Humaines Médiatisées (RIHM)
- Publication Type :
- Academic Journal
- Accession number :
- 116775992