International audienceThe work reported here takes place in the educational domain. We propose an approach of a learning environment based on a graphical representation of a course: a pedagogical dungeon equipped with the capacity for collaboration in certain activities. The emergence of online multiplayer games led us to apply the metaphor of exploring a virtual world, a dungeon, where each student embarks on a quest in order to collect knowledge related to a learning activity. In the dungeon, each room represents a place, sometimes a collaborative place, where students are supposed to acquire a particular concept. Although the students appreciate this approach, there is an obvious need for awareness, especially for the teacher. Indeed, th...
This thesis purpose is to compare the effectiveness of collaborative learning against individual lea...
There is growing interest in the use of virtual gaming worlds in education, supported by the increas...
International audienceTraditionally, the focal point in the design of a learning game is the determi...
International audienceThe work reported here takes place in the educational domain. We propose an ap...
International audienceOur research work deals with the development of new learning environments. We ...
International audienceThe work reported here takes place in the educational domain. Learning with Co...
International audienceOur research work deals with the development of new learning environments, and...
International audienceThis new way of learning changes habits, offers new opportunities to use colla...
The importance of Collaborative Games in education has been described in different scientific studie...
Collaborative learning is characterized for the fact that pupils work together to help itself in the...
Learning and playing represent two core aspects of the information and communication society nowaday...
Collaborative learning environments require carefully crafted designs — both technical and social. T...
Collaborative games will enable new kinds of possibilities for learning. In the future, the goal of...
This thesis purpose is to compare the effectiveness of collaborative learning against individual lea...
There is growing interest in the use of virtual gaming worlds in education, supported by the increas...
International audienceTraditionally, the focal point in the design of a learning game is the determi...
International audienceThe work reported here takes place in the educational domain. We propose an ap...
International audienceOur research work deals with the development of new learning environments. We ...
International audienceThe work reported here takes place in the educational domain. Learning with Co...
International audienceOur research work deals with the development of new learning environments, and...
International audienceThis new way of learning changes habits, offers new opportunities to use colla...
The importance of Collaborative Games in education has been described in different scientific studie...
Collaborative learning is characterized for the fact that pupils work together to help itself in the...
Learning and playing represent two core aspects of the information and communication society nowaday...
Collaborative learning environments require carefully crafted designs — both technical and social. T...
Collaborative games will enable new kinds of possibilities for learning. In the future, the goal of...
This thesis purpose is to compare the effectiveness of collaborative learning against individual lea...
There is growing interest in the use of virtual gaming worlds in education, supported by the increas...
International audienceTraditionally, the focal point in the design of a learning game is the determi...