A revolution in the world of teaching through video games

(Press release) Samuelle Ducrocq-Henry, professor-researcher at the University of Quebec in Abitibi-Témiscamingue (UQAT), has developed an avant-garde model entitled “Educational LAN” (LP) which demonstrates the many possibilities of the use of popular video games, modified for educational purposes, in the context of education, vocational training and group therapy. She was also honored on October 6 as 2011 star researcher by the Conference of Rectors and Principals of Quebec Universities (CREPUQ) for the potential and excellence of her work as part of the “It deserves” competition. to be recognized! Of the Rendez-vous du Savoir.

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(Press release) Samuelle Ducrocq-Henry, professor-researcher at the University of Quebec in Abitibi-Témiscamingue (UQAT), has developed an avant-garde model called “Educational LAN” (LP) which demonstrates the many possibilities of the use of popular video games, modified for educational purposes, in the context of education, vocational training and group therapy. She was also honored on October 6 as a 2011 star researcher by the Conference of Rectors and Principals of Quebec Universities (CREPUQ) for the potential and excellence of its work as part of the “It deserves to be recognized! »Of the Rendez-vous du Savoir.

This new method of group educational intervention allows simulations to be carried out inexpensively and easily in which all the participants find themselves put to the test in a given context. This turnkey formula gives a second life to video games currently on the market, since they can be adapted according to the needs expressed by trainers or therapists. These video games, of the “serious game” type, therefore aim, by their playful aspect, to cure or train. According to the researcher, the competitive context favors socialization and the learning that takes place through the interactions in the presence, in synergy with those carried out in the game.

This collective and multisensory immersion therefore makes it possible to intervene at two levels: the real and the virtual, the whole being filmed with a view to the focus-group and subsequent corrective measures. Teachers and therapists thus become directors by offering this new experience to their students and their patients. A process which could prove to be particularly attractive for boys and help to overcome the problem of dropping out in class as well as to detect deviant behavior.

The possible repercussions of “serious gambling” are also highlighted thanks to the surveys carried out in the field. “For example, we adapted a driving video game to carry out a collective driving simulation experiment on 15 testers under the age of 25: the emphasis was on driving behavior with others. The results are impressive compared to the minimal investments, with a total cost of 1,200 $, while a solo barracuda simulator costs between 50,000 $ and 60,000 $ per unit, ”emphasizes the professor-researcher. It also collaborates with the Police Department of the City of Montreal (SPVM) to optimize the training of officers and therapists in impact technique.

The professor-researcher has been carrying out research on the educational LAN process for more than ten years. She has also filed a patent application in France which was granted to her recently. Its objective is to establish a dialogue between educational institutions and the video game industry in order to maximize the impacts of this revolutionary educational model in a spirit of collaboration and mutual gain.

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About the Author

Nathalie Cote
Nathalie is a journalist. His favorite themes are family, education, health, consumption, the environment and social phenomena. She contributes in particular to the newspaper La Presse.

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