HOW TO DEPLOY A SERIOUS GAME IN THE ACADEMIC WORLD? APPLICATION TO “LINO AS AN IDEA”

DS 131: Proceedings of the International Conference on Engineering and Product Design Education (E&PDE 2024)

Year: 2024
Editor: Grierson, Hilary; Bohemia, Erik; Buck, Lyndon
Author: Bringas, Ambelina; Jurvillier, Eve; Maranzana, Nicolas; Jean, Camille
Series: E&PDE
Institution: Arts et Métiers Institute of Technology, LCPI, France
Page(s): 169 - 174
DOI number: 10.35199/EPDE.2024.29
ISBN: 978-1-912254-200
ISSN: 3005-4753

Abstract

Serious games are not only designed for entertainment but also to convey an educational message. From childhood to the professional world, this new form of educational gaming is popular but insufficiently developed for children. Previous research indicates a particular gap in innovation within this landscape of educational games. In response to this issue, the game ""Lino as an Idea"" was created and experimented within several classrooms, in both physical and digital forms. However, this game exists in only one copy and needs to be disseminated. The objective of this article is to highlight a deployment method for a serious game in the educational world by understanding the various stages that compose it. Once established, it aims to apply this method to the case of the serious game ""Lino as an idea"" in France. The focus of this article is centered on the dissemination of a serious game.

Keywords: Serious game, school, resources, dissemination, innovation

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