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Play and learning: some avenues to explore to break the deadlock
[Jeu et apprentissage : quelques pistes à explorer pour sortir de l'impasse]

Author

Listed:
  • Olivier Rampnoux

    (CEREGE [Poitiers] - Centre de recherche en gestion - UP - Université de Poitiers = University of Poitiers)

  • Julian Alvarez

    (GERIICO - Groupe d'Études et de Recherche Interdisciplinaire en Information et COmmunication - ULR 4073 - Université de Lille, 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, Ludoscience - Ludoscience : Studying Video Games, Immersive factory [France], INSPE LHdF - Institut national supérieur du professorat et de l'éducation - Académie de Lille - Hauts-de-France - Université de Lille)

Abstract

The aim of this conference is to provide a framework for understanding what makes a game, and to invite participants to explore ways of gamifying learning, using the case of both face-to-face and distance learning. In the classroom, games can be used in a variety of ways: through Thiagi's concept of framework games, with Serious Games, or even through Serious Gaming. Designing a "flipped" classroom opens up new perspectives in terms of both play and learning. The inversion of roles (teacher/learner) is a dynamic worth exploring. Games can also be used to accompany educational outings (city games) or to gamify Moocs. In the latter case, the question arises of how to animate and manage the game/distance learning. We propose to open up as many avenues of reflection on the writing of playful scenarios for discussion with the audience.

Suggested Citation

  • Olivier Rampnoux & Julian Alvarez, 2017. "Play and learning: some avenues to explore to break the deadlock [Jeu et apprentissage : quelques pistes à explorer pour sortir de l'impasse]," Post-Print hal-04862437, HAL.
  • Handle: RePEc:hal:journl:hal-04862437
    as

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