Last fall, Sophy James, a Secondary 3 teacher in Quebec and Canadian history at La Seigneurie school in Quebec City, decided to experiment with a new project with her students. This is how a lordship came to life in the playful world of Minecraft.
In this dossier, we offer you an overview of the world of gamification / gamification and we explain why this practice is accessible to all teachers. Hey no, no need to thoroughly review your teaching practices to bring a playful touch to your class!
The Université du Québec à Montréal (UQAM) will host the 11th edition of the international Serious Play conference, which is being held for the first time in Canada. The event will bring together various experts in the field of serious games and gamification, or the use of games for learning situations.
Ensuring the animation, Steve Quirion and Alexandre Lanoix from RÉCIT en univers social set the table for a 90-minute highly relevant webinar on the use of serious games in the context of elementary and secondary education.
A recent American study shows that video games created for learning purposes reach their optimal educational potential when they include a portion that takes place in the “real”, and not only in the “virtual”.
For several years, educational games have been on the rise. More and more studies are looking at their potential. If we could improve certain facets of these games, which ones should we focus on? A recent study points to an avenue for the evaluation and monitoring of learning.