Educational Serious Games Enhance Social ...
Document type :
Partie d'ouvrage
Title :
Educational Serious Games Enhance Social Intelligence Through Collective Action
Author(s) :
Nuninger, Walter [Auteur]
Centre de Recherche en Informatique, Signal et Automatique de Lille - UMR 9189 [CRIStAL]
Châtelet, Jean-Marie [Auteur]
Université de Lille
Centre de Recherche en Informatique, Signal et Automatique de Lille - UMR 9189 [CRIStAL]
Châtelet, Jean-Marie [Auteur]
Université de Lille
Book title :
Handbook of Research on Operational Quality Assurance in Higher Education for Life-Long Learning
Publisher :
IGI Global
Publication date :
2020
HAL domain(s) :
Sciences de l'Homme et Société/Education
Sciences cognitives/Informatique
Sciences de l'Homme et Société/Gestion et management
Sciences de l'Homme et Société/Sociologie
Sciences cognitives/Informatique
Sciences de l'Homme et Société/Gestion et management
Sciences de l'Homme et Société/Sociologie
English abstract : [en]
Pedagogical serious games sound like up-to-date pedagogical devices for learning efficiency. But the challenge of higher performance in HE lies in tailored pedagogical devices and their usage for the learning goal; a choice ...
Show more >Pedagogical serious games sound like up-to-date pedagogical devices for learning efficiency. But the challenge of higher performance in HE lies in tailored pedagogical devices and their usage for the learning goal; a choice to consider according to the training specifications (learning outcome), the learners' needs, and the trainer's expertise (tailored approach). The guidance by the trainer is a value-added, but a risk-taking activity changing the paradigm with the trainee. Digital integration into serious games is a 4-dimension transition: 1) group characterization facilitation for social intelligence, 2) subliminal learning in a virtual environment for commitment, 3) trainer dashboard based on individual e-preparation for feedback priorization, and 4) automation of events for gameplay and increasing skills. The splitting of space and time constraints is a new opportunity that challenges the trainer's role, changing the usual balance during face-to-face training. The proposed standard for hybrid PSG design should overcome the gaps and guarantee a real benefit from digital technology.Show less >
Show more >Pedagogical serious games sound like up-to-date pedagogical devices for learning efficiency. But the challenge of higher performance in HE lies in tailored pedagogical devices and their usage for the learning goal; a choice to consider according to the training specifications (learning outcome), the learners' needs, and the trainer's expertise (tailored approach). The guidance by the trainer is a value-added, but a risk-taking activity changing the paradigm with the trainee. Digital integration into serious games is a 4-dimension transition: 1) group characterization facilitation for social intelligence, 2) subliminal learning in a virtual environment for commitment, 3) trainer dashboard based on individual e-preparation for feedback priorization, and 4) automation of events for gameplay and increasing skills. The splitting of space and time constraints is a new opportunity that challenges the trainer's role, changing the usual balance during face-to-face training. The proposed standard for hybrid PSG design should overcome the gaps and guarantee a real benefit from digital technology.Show less >
Language :
Anglais
Audience :
Internationale
Popular science :
Non
Collections :
Source :