Search results for author:"Emmanuel Duplaa"
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The Social Construction of Online 3D Cognition: A Qualitative Study with Elders on Word of Warcraft.
EdMedia + Innovate Learning 2016 (Jun 28, 2016) pp. 375–387
This article presents a case of study of older adults playing Massively Multiplayer Online Role-Playing Game World of Warcraft (WOW). The literature focuses mainly on digital games as a provider of cognitive and social benefits for this public but,...
Theory of activity and fun factor in serious games: The case of social game about financial literacy for the classroom.
World Conference on Educational Media and Technology 2013 (Jun 24, 2013) pp. 982–989
During the past 40 years, economics has become a famous theme for video games. However, games are generally not adapted to the classroom because of the lack of social dimension: teacher has no specific instructional role and must become another...
EdMedia: World Conference on Educational Media and Technology 2014 (Jun 23, 2014) pp. 289–297
Maintaining older adults’ vitality, independence and quality of life well into old age helps both older adults themselves and their societies. There is evidence to suggest that technology can provide people with meaningful and engaging activities...
World Conference on Educational Media and Technology 2013 (Jun 24, 2013) pp. 228–233
: This project investigates the use of digital games to enhance seniors’ quality of life. By digital games we mean games played face-to-face or online on a computer, handheld device, or videogame machine. Our research questions are: (1) Can seniors’ ...
World Conference on Educational Media and Technology 2013 (Jun 24, 2013) pp. 654–663
Millions of students are investing significant time in playing online games. Why not use these games to promote responsible behaviours among young people? In this study, we tested the hypothesis that the introduction into a serious game of...