DC Field | Value | Language |
dc.contributor.author | LOURAGHI, AIcha | - |
dc.contributor.author | HABIB, LEila | - |
dc.date.accessioned | 2022-06-06T08:19:49Z | - |
dc.date.available | 2022-06-06T08:19:49Z | - |
dc.date.issued | 2021 | - |
dc.identifier.uri | https://repository.esi-sba.dz/jspui/handle/123456789/296 | - |
dc.description | Professeur MALKI Mimoun Encadreur | en_US |
dc.description.abstract | Gamification is a rather marked trend and a hot topic in recent years.
It is the use of mechanisms that game designers have applied in the creation
of video games for non-game applications, as a potential way to
make real-world activities more engaging. The influence of games on the
Gamification is a rather marked trend and a hot topic in recent years.
It is the use of mechanisms that game designers have applied in the creation
of video games for non-game applications, as a potential way to
make real-world activities more engaging. The influence of games on the
cognitive, emotional, and social domains of players increases motivation
and engagement of learners. In a gamified environment, individuals show
a willingness to engage in repetitive tasks, experience failure, and make
repeated attempts despite the risk .The promotion of gamification has undoubtedly
changed traditional academic environments and teaching styles
by significantly altering the roles of the teacher and student . In this thesis,
we provide results and identify what are the concepts and design elements
of gamification, as well as when, where and how to use them, gamification
in education with the different effects on student learning outcomes,
engagement and psychological behavioral changes, impact and dark side
with solutions, as well as the application of gamification in several fields,
including business, health,...***
La gamification est une tendance assez marqu´ee et un sujet d’actualit´e
ces derni`eres ann´ees . C’est L’utilisation des m´ecanismes que les concepteurs
de jeux ont appliqu´es dans la cr´eation de jeux vid´eo pour des applications
non ludiques, comme un moyen potentiel de rendre les activit´es du
monde r´eel plus attrayantes. l’influence des jeux sur les domaines cognitifs,
´emotionnels et sociaux des joueurs augmente la motivation et l’engagement
des apprenants .Dans un environnement gamifi´e, les individus montrent une
volont´e de s’engager dans des tˆaches r´ep´etitives, d’exp´erimenter l’´echec et
de faire des tentatives r´ep´et´ees malgr´e le risque .La promotion de la gamification
a sans aucun doute chang´e les environnements acad´emiques et les
styles d’enseignement traditionnels en modifiant de mani`ere significative
les rˆoles de l’enseignant et de l’´etudiant . Dans le cadre de ce m´emoire, on
fournit des r´esultats et identifie quels sont les concepts et les ´el´ements de
conception de la gamification, ainsi que quand, o`u et comment les utiliser,
la gamification dans l’´educ-ation avec les diff´erents effets sur les r´esultats
d’apprentissage des ´etudiants, l’engagement et les changements de comportement
psychologique, l’impact et le cˆot´e sombre avec les solutions,
ainsi que l’application de la gamification dans plusieurs domaines, y compris
les affaires, la santé,... | en_US |
dc.language.iso | fr | en_US |
dc.subject | Gamification | en_US |
dc.subject | E-Learning | en_US |
dc.subject | Coding | en_US |
dc.subject | Game Mechanics | en_US |
dc.subject | Motivation | en_US |
dc.subject | Engagement | en_US |
dc.subject | Games | en_US |
dc.subject | Serious Games | en_US |
dc.subject | Game Based Learning | en_US |
dc.title | Syst`eme gamifi´e d’apprentissage de programmation pour enfants | en_US |
dc.type | Thesis | en_US |
Appears in Collections: | Ingénieur
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