FED INV - 15E00432 - CAEN UNIVERSITY - JKUB
Kohesio
UNIVERSITE DE CAEN NORMANDIE
In the digital age, all training and teaching structures must face new issues while meeting learner training requirements. The evolution of digital tools, the massification of teaching, the change in attitudes and mentalities are all challenges to be met. Teachers must adapt to a new audience (Digital Natives) whose relationship to knowledge and learning has evolved. This evolution involves the implementation of new forms of learning such as active learning, collaborative learning and also playful learning. Currently, students invest a phenomenal amount of time gaming on the Internet and through mobile applications. “The gaming generation has developed a new cognitive style characterized by multitasking learning, relatively short attention spans during learning, and a way of learning that relies on exploration and discovery. Today's adolescents have strong visual and spatial skills, undoubtedly supported by their playing video games. They prefer to learn by experimenting rather than being taught. Elise Lelièvre, teacher in the Biological Engineering department of the IUT of Caen, has been experimenting with these innovative teaching practices for several years by integrating games into her teaching. She developed a board game, such as a goose game, to encourage the learning of her students as part of her Systematics course. Principle of the game: the player throws a die and advances the corresponding number of squares. Several challenges are proposed: charades, riddles (MCQ), question on a photo, "proxi (search for the 2 animals having the most recent common ancestor among those proposed), History (question on the historical aspect of classifications). Beyond the interest of the game to capture their attention, it actively involves the students in the development of new challenges of the game, which contributes to the appropriation of knowledge by the learners. At the teacher's level, factors such as insufficient face-to-face time and too many students do not allow her to implement this type of activity in all her courses. One response to this problem: decline this educational game in virtual mode (online), a mode which perfectly meets the Digital Native generation. At the scale of an establishment, the virtual modality would allow teachers and trainers to offer this educational activity during individual or group online learning times, to respond to the problem of training flexibility and the need to develop training systems in mixed modality. Thus, for the reasons mentioned above, but also to facilitate the adhesion of teaching teams to this new form of learning and support them in the development of educational games, UNICAEN wishes to develop a generator of virtual board games: JKub (J for I Play and I Learn). A benchmark made it possible to confirm the popularity and impact of games in learning. Many applications, such as online exercisers, allow the creation, configuration and distribution of interactive assessment activities but without the board game dimension. In this category, we identified the LearningsApps application as the most interesting. Regarding the design of virtual board games, the only existing design and sharing application is the design environment of the Carrefour Virtuel de Jeux Éducatifs developed by the SAVIE team (Quebec) but this project was developed in 2001. The games are generated in Flash format. This technology is obsolete. Our virtual board game generator will be developed in HTML5 to be readable on all media, including mobile media (tablets and smartphones).
Smarter Europe / Information and communication technology / e-Government services and applications (including e-Procurement, ICT measures supporting the reform of public administration, cyber-security, trust and privacy measures, e-Justice and e-Democracy)