Mixed Reality Learning Games (MRLG) are digital environments which combine game-based learning and mixed reality technologies. They can provide new opportunities for learning. Nevertheless, we still know little about the learning outcomes and the situations they favor. We present in this paper an experimental study which aims to evaluate these impacts. We designed and developed a MRLG to teach Lean Management principles in an engineering school. Four multi-touch tabletops are used, each one representing a workstation in a production line on which some actions are carried with tangible interfaces. We present the results of an experiment that compares two situations, one with the MRLG and the other with a noncomputer version of the same learn...
Mobile learning has significant potential to be very influential in further and higher education. In...
Active methodologies have been gaining space among learning approaches since the results positively ...
In this study, we evaluate in which extent a tangible tabletop interface can enhance students’ activ...
Game-based learning is one efficient pedagogical concept that uses game principles to incite learner...
Les Learning Games sont des environnements d’apprentissage, souvent informatisés, qui utilisent des ...
Game-based learning is one efficient pedagogical concept that uses game principles to incite learner...
A Learning game is a declension of the serious game concept dedicated to the learning activity. A Le...
National audienceNew technologies, such as the mixed reality, come to enrich the perspectives offere...
International audienceGame-based learning is one efficient pedagogical concept that uses game princi...
International audienceThe authors research work deals with the development of new game-based learnin...
This paper analyses different definitions of mobile learning which have been proposed by various res...
The current era of advanced display technologies, such as head-mounted displays,smart glasses and ha...
This thesis is in the field of the virtual environments for human learning. Digital Epistemic Games ...
International audienceMixed Reality Learning Games (MRLG) provide new perspectives in learning. But ...
International audienceLearning Games are mainly based on scenarios involving artificial situations i...
Mobile learning has significant potential to be very influential in further and higher education. In...
Active methodologies have been gaining space among learning approaches since the results positively ...
In this study, we evaluate in which extent a tangible tabletop interface can enhance students’ activ...
Game-based learning is one efficient pedagogical concept that uses game principles to incite learner...
Les Learning Games sont des environnements d’apprentissage, souvent informatisés, qui utilisent des ...
Game-based learning is one efficient pedagogical concept that uses game principles to incite learner...
A Learning game is a declension of the serious game concept dedicated to the learning activity. A Le...
National audienceNew technologies, such as the mixed reality, come to enrich the perspectives offere...
International audienceGame-based learning is one efficient pedagogical concept that uses game princi...
International audienceThe authors research work deals with the development of new game-based learnin...
This paper analyses different definitions of mobile learning which have been proposed by various res...
The current era of advanced display technologies, such as head-mounted displays,smart glasses and ha...
This thesis is in the field of the virtual environments for human learning. Digital Epistemic Games ...
International audienceMixed Reality Learning Games (MRLG) provide new perspectives in learning. But ...
International audienceLearning Games are mainly based on scenarios involving artificial situations i...
Mobile learning has significant potential to be very influential in further and higher education. In...
Active methodologies have been gaining space among learning approaches since the results positively ...
In this study, we evaluate in which extent a tangible tabletop interface can enhance students’ activ...