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09/09/2011

Quand les murs de la classe disparaissent...

ludovia.jpgSanchez, E.  (2011). Quand les murs de la classe disparaissent… Clim@ction, un jeu multijoueurs en ligne pour comprendre les enjeux d'implantation des énergies renouvelables. Colloque Ludovia 2011.

Cet article porte sur l'analyse des interactions dans le cadre de Clim@ction, un jeu multijoueurs en ligne que nous avons conçu pour des élèves du secondaire (15-16 ans). Il s'attache à montrer que, dans le cadre d'un jeu de rôle constituant une situation authentique et signifiante, les joueurs/apprenants ont pu s'affranchir en partie des distances physiques et sociales pour collaborer afin de proposer des solutions à un problème environnemental. Dans le cadre du jeu Clim@ction, comme pour la situation de référence, deux intercommunalités ont décidé de mettre en place un Plan Climat Energie Territorial (PCET) afin de lutter contre les changements climatiques. Les joueurs/apprenants doivent réaliser les différentes étapes de ce PCET (du bilan énergie à la proposition d'une solution viable). Ainsi chaque élève s'investit en jouant un rôle : élu ou chargé de mission du territoire, responsable d'entreprise spécialisée dans un type d'énergie renouvelable, simple citoyen ou chargé de mission. Il peut demander de l'aide à l'autre intercommunalité ou à de véritables experts qui participent également au jeu. A la fin du processus, c'est le meilleur projet qui est choisi et récompensé.

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When games meet learning

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New publication about Game-based Learning

Sanchez, E. (2011). When games meet learning. IIGWE,  2011, Mombasa, Kenya.

In a context characterized by a growing gap between youth digital culture and school culture some have claimed that games could "have the potential to change the landscape of education" (Shaffer, Squire, Halverson, & Gee, 2005). This paper examines the arguments and objections to using games for educational purposes. Firstly, we state that making a connection between gaming and learning is not an innovative idea, as early researchers demonstrated the potential of games in child development. Secondly, we establish arguments to consider serious games as learning environments, (or didactical situations) prior to artifacts, Thirdly, in view of the fact that the content of games can be considered as metaphors of real situations, we stipulate that teachers may address the question of the relevance of this content. Fourthly, we discuss the main arguments usually emphasized by researchers to consider that games have the power to motivate students, Fifthly, we state that games can be considered as a space of reflexivity where the learner/player is autonomous and develops skills. However, we emphasize the crucial role of the teacher in a Game-Based Learning approach.

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07/09/2011

Web 2.0 is challenging school

logo_ifip.pngJouneau-Sion, C. & Sanchez, E. (2011). Web 2.0 is challenging school. IIGWE,  2011, Mombasa, Kenya.

With laptops, mobile phones, tablets and broadband wireless access becoming more widely available, Web 2.0 is now entering schools. This changes the way students work and communicate, altering their relationship with knowledge, and generating new objectives for media literacy in the digital society. Thus, schools face new challenges and this paper aims at highlighting four of them. A first challenge relates to trust. Web 2.0 opens the classroom to the world and educators have to face new dangers and irrelevant uses, while bringing their students to gain better access to information and culture. The second challenge relates to teachers' professional identities. The role of teachers is changing as Web 2.0 tools are begin used by students and policymakers should take this into account. A third challenge relates to a growing need to control working time, timetable organisation and rhythm in schools. The fourth challenge that we underline is the need for common rules that allow the students to benefit from the opportunities offered by Web 2.0 to develop their autonomy and to foster ethical practices.

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