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Educational Serious Games Enhance Social Intelligence Through Collective Action

Author

Listed:
  • Walter Nuninger

    (CRIStAL - Centre de Recherche en Informatique, Signal et Automatique de Lille - UMR 9189 - Centrale Lille - Université de Lille - CNRS - Centre National de la Recherche Scientifique)

  • Jean-Marie Châtelet

    (Université de Lille)

Abstract

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.

Suggested Citation

  • Walter Nuninger & Jean-Marie Châtelet, 2020. "Educational Serious Games Enhance Social Intelligence Through Collective Action," Post-Print hal-03711897, HAL.
  • Handle: RePEc:hal:journl:hal-03711897
    DOI: 10.4018/978-1-7998-1238-8.ch009
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