Query : Game-based learning
- Alessandro De Gloria4
- Chun-Yen Chang4
- Eric Sanchez3
- J. Seibert3
- Kristian Kiili3
- Manuel Ninaus3
- Margarida Romero3
- Alcides José Scaglia2
- Alexandra Budke2
- Ana van Meegen2
- Angelaki, Rosy Triantafullia2
- Antero Lindstedt2
- Arttu Perttula2
- Clint Bowers2
- Domenico Morreale2
- George, Sébastien2
- Giulia Bertone2
- Heinrich Söbke2
- Hugh Davies2
- Imke Limpens2
- Methods and Statistics61
- History, Philosophy and Sociology of Sciences60
- Architecture and Space Management30
- Social Anthropology and Ethnology26
- Musicology and Performing Arts24
- Communication Sciences23
- Art and Art History20
- Cultural Heritage and Museology14
- Classical Studies7
- Political Science7
- Biological Anthropology6
- Archaeology and Prehistory6
- Gender Studies5
- Economies and Finances2
- Environmental studies1
Free like the other?
this article looks at various conceptions and experiences of freedom that manifest themselves around the teaching of African dance in Europe, namely the Senegalese dance SABAR. While African dances are frequently promoted as a vector of self-‘liberation’, linked to exotifying stereotypes about Afric...
Activity analysis for instructional design and use of Serious Games, 7th CNRS School on Technology Enhanced Learning
Summer School Game Based Learning 2011
Gaming manipulation for digital maternal learning
In new maternal curricula, the focus on manipulation, but also on mathematical learning, has led me to focus on the effect of gaming in digital learning in the classroom of small nursery sections. I have thus set up a sequence with the aim of producing a collection of four objects by pupils, using e...
SSNCSE-NLP @ EVALITA2020: Textual and Contextual Stance Detection from Tweets Using Machine Learning Approach
Opinions expressed via online social media platforms can be used to analyse the stand taken by the public about any event or topic. Recognizing the stand taken is the stance detection, in this paper an automatic stance detection approach is proposed that uses both deep learning based feature extract...
A comparative study using an autostereoscopic display with augmented and virtual reality
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Teaching the Fundamentals of Biological Data Integration Using Classroom Games
This article aims to introduce the nature of data integration to life scientists. Generally, the subject of data integration is not discussed outside the field of computational science and is not covered in any detail, or even neglected, when teaching/training trainees. End users (hereby defined as...
Serious games for e-health : an application for training practitioners
Serious games are games designed for a primary purpose other than pure entertainment. More and more, serious games are developed and used in the health area as educational tools dedicated to medical knowledge training, or helping with the recovery of the patients. Communication and interpersonal ski...
Learning how to regulate hunger during early childhood. Adjustments around the dessert and game
This chapter addresses an important aspect of the socio-anthropological approach to nutrition, namely the socialisation of young children’s food and the internalisation of the standards governing appetite and satiety. Attention was drawn to the adjustments made, in the interactions between children...
HUMAN PROJECT 2.0: A gamification experience at Grades in Psychology
[ES] The Human 2.0 project is a gamification carried out on the university classroom of the Development Psychology subject. During their development, pupils have created their human beings, name them and study their development throughout a series of phases and missions, including challenges, badges...
The cognitive roots of strategic learning in repeated social interactions : from cognitive neuroscience back to behavioral economics
Social interactions rely on our ability to learn and adjust on the spot to the other’s behavior. Strategic games provide a useful framework to study the cognitive processes involved in the representation of the other’s intentions and their translation into the most adapted actions. In the last decad...
A Novel Jamming Attacks Detection Approach Based on Machine Learning for Wireless Communication
International audience Jamming attacks target a wireless network creating an unwanted denial of service. 5G is vulnerable to these attacks despite its resilience prompted by the use of millimeter wave bands. Over the last decade, several types of jamming detection techniques have been proposed, incl...
Computer and technology learning by integrating interactive didactic guides and workshops — educational resources based on gambling and everyday life.
with the needs of the field of technology and information technology (IT), it is necessary to have the link between what is missing and the institution has. Therefore, a pedagogical and teaching tool based on the game, experiences and daily lives of the student in IT is created, with two competent o...
Augmented reality application assessment for disseminating rock art
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Actionbound and its runway games: mobile technology for language learning
In the context of the work of the ‘Pact for Excellence’ in the Wallonia-Brussels Federation, our modern language consortium, made up of researchers and research assistants from the Hautes Ecoles Francisco Ferrer, Vinci, Louvain in Hainaut and the Catholic University of Louvain, is responsible for co...
Report on the educational use of games
An exploration by TEEM of the contribution which games can make to the education process. Teachers Evaluating Educational Multimedia (TEEM) report This paper explores, through a survey of teachers experiences with game use in classrooms and students experiences with game use at home, the notion that...
Knowledge building among high-level sportsmen during competitive interaction
“titrebRESUMÉ”/titreb '- 515: ‘RESUME’ --bNoOur study analysed the activity of expert pongists at matches, with reference to a semmiological analysis framework for the course of action. Registration data were collected during international meetings and supplemented by provoked verbalisations. The an...
Nursing homes as a case for assessing Serious Games
International audience Organisations are paying increasing attention to serious games (SGs) in a quest to find solutions to training needs. Evaluation of these software programmes for training purposes marks a crucial stage in serious game commercial development. EHPADs (Etablissements d’Hébergement...
Power-index based management of fraud detection rules : Supervised and semi-supervised Approches
This thesis deals with the detection of credit card fraud. According to the European Central Bank, the value of frauds using cards in 2016 amounted to 1.8 billion euros. The challenge for institutions is to reduce these frauds. In general, fraud detection systems consist of an automatic system built...
GeoÉdu-JEU: design education as a “GÉO-Space game of the unknown” or “the game of the unknown”
GeoÉdu-JEU explores the teaching of architecture through gamification and GeoDesign2, it integrates into learning a fun component and the individual-collective cognitive constructivist approach where developments in systems of thought and understanding are fed by the environment; thus, the individua...
Playing well together: the coordination activities of large-scale online role play players
MMORPG, massively Multiplayer Online Role Playing Games, appeared at the end of the 90s. Based on games of strategies and a fantasy heroid universe, they offer the same imaginary and guardianship environment to players connected around the world. Many players have now spent thousands of hours of pla...
Mean-Field Learning: a Survey
In this paper we study iterative procedures for stationary equilibria in games with large number of players. Most of learning algorithms for games with continuous action spaces are limited to strict contraction best reply maps in which the Banach-Picard iteration converges with geometrical convergen...
A university learning experience through Teams Games Tournaments
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Games to support the design of Learning Role-Playing Games
The motivation of learners is at the heart of training in companies, which is increasingly interested in using games for learning. The lack of methodology and design tools seems problematic for e-learning companies and training services in charge of this type of project. In this context, we are look...
The change of sight: the socialisation of footballers ‘pros’ through their spectator practices
The sociology of sport has shown how intensive learning of a practice is based on sensory education and the formation of a ‘cultured’ eye (the ‘boxer eye’ referred to by L. Wacquant (1989)), which allows adjustment to the agonistic or competitive emergency situation. The training of football apprent...
Hero.coli : a video game empowering stealth learning of synthetic biology : a continuous analytics-driven game design approach
Video games have demonstrated their value as a hobby and as a pedagogic tool, both in academic and professional fields. However, learning video games have to integrate pedagogical strategies and be fine-tuned to be efficient and adopted. Synthetic biology is an emerging field focusing on engineering...