Digital Games for Education: When Meanings Play

Cet article porte sur le developpement d’un jeu educatif en ligne, Contagion. Il tente de montrer comment ce projet nous a menees a une redefinition theorique de ce que l’on doit considerer comme « educatif », et de quelle facon ces questions entretiennent des rapports avec le ludique. A partir du cadre de references fourni par les recherches en education fondees sur le design, nous detaillons les differents defis que nous avons rencontres dans le processus de creation de ce jeu alternatif, et comment nous en sommes venues a la conclusion que le contenu du jeu ne se limite pas a son sujet, mais qu’il est lie a et mis en jeu a travers toutes les facettes du jeu. Notre hypothese est que le contenu, c’est-a-dire sa dimension proprement educative, traverse tous les aspects relationnels du jeu que le joueur est appele a rencontrer : choix des personnages, conception visuelle, narration, programmation, objectifs, structure du jeu.

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