Influence des mécanismes dissociés de ludifications sur l'apprentissage en support numérique de la lecture en classe primaire

The introduction of serious games as pedagogical supports in the field of education is a process gaining in popularity amongst the teaching community. This article creates a link between the integration of new pedagogical solutions in first-year primary class and the fundamental research on the motivation of the players/learners, detailing an experiment based on a game specifically developed, named QCM. QCM considers the learning worksheets issued from the Freinet pedagogy using various gameplay mechanisms. The main contribution of QCM in relation to more traditional games is the dissociation of immersion mechanisms, in order to improve the understanding of the user experience. This game also contains a system of gameplay metrics, the analysis of which shows a relative increase in the motivation of students using QCM instead of paper worksheets, while revealing large differences in students behavior in conjunction with the mechanisms of gamification employed. Keywords : Serious games, learning analytics, gamification, flow.

[1]  Espen Aarseth,et al.  Computer Game Studies, Year One , 2001, Game Stud..

[2]  David R. Michael,et al.  Serious Games: Games That Educate, Train, and Inform , 2005 .

[3]  Iván Martínez-Ortiz,et al.  Using e-learning standards in educational video games , 2013, Comput. Stand. Interfaces.

[4]  J. Huizinga Homo Ludens: A Study of the Play-Element in Culture , 1938 .

[5]  Gareth Schott,et al.  Postprocessing Gameplay Metrics for Gameplay Performance Segmentation Based on Audiovisual Analysis , 2015, IEEE Transactions on Computational Intelligence and AI in Games.

[6]  Gareth Schott,et al.  From Automatic Sound Analysis of Gameplay Footage [Echos] to the Understanding of Player Experience [Ethos]: an Interdisciplinary Approach to Feedback- Based Gameplay Metrics , 2014, ICMC.

[7]  Magy Seif El-Nasr,et al.  Game Analytics - The Basics , 2013, Game Analytics, Maximizing the Value of Player Data.

[8]  Clark C. Abt,et al.  Serious games , 2016, Springer International Publishing.

[9]  Anissa All,et al.  Measuring Effectiveness in Digital Game-Based Learning: A Methodological Review , 2014, Int. J. Serious Games.

[10]  G. Calleja In-Game: From Immersion to Incorporation , 2011 .

[11]  P. Wouters,et al.  A meta-analysis of the cognitive and motivational effects of serious games , 2013 .

[12]  Denis Pasco,et al.  Utilisation en classe d'un jeu sérieux sur table interactive avec objets tangibles pour favoriser l'activité des élèves : une évaluation comparative en cours préparatoire , 2014 .

[13]  Julia C. Duncheon,et al.  Changing Conceptions of Time , 2013 .

[14]  Jean Écalle,et al.  Serious games as new educational tools: how effective are they? A meta-analysis of recent studies , 2013, J. Comput. Assist. Learn..

[15]  Jenova Chen,et al.  Flow in games (and everything else) , 2007, CACM.

[16]  Michael F. Young,et al.  Our Princess Is in Another Castle , 2012 .

[17]  Célestin Freinet,et al.  Les techniques freinet de l'école moderne , 1964 .

[18]  D. Eichel Beyond Boredom And Anxiety Experiencing Flow In Work And Play , 2016 .