iaelyon School of Management, Jean Moulin Lyon 3 University
Head of the SICAL research group of the LIRIS lab
I aim at strengthening the motivation and engagement of learners using digital environments, with the goal to enhance behaviors favorable to learning: autonomy, critical thinking, reflexivity, etc. In short, skills that will ultimately enable all citizens to understand the complexity of today’s digital world.
The kick-off meeting of the LudiMoodle+ project founded by the National Research Agency (ANR) will held on May 15, 2023 in Lyon, in the presence of representatives of the partners and the ANR.
The kick-off meeting of the RENFORCE project founded by the ANR was held on January 6, 2023 in Lyon
Our project LudiMoodle+ "Ludification adaptative pour la réussite des élèves" will be funded by the French National Research Agency (ANR) for 2 years within the eFRAN 3 call, starting in January 2023. Coordinator: LIRIS lab-SICAL team (CNRS) / Partners: University Lyon 3 (PAPN), ECP (Lyon 2), Pimenko, Académie de Lyon
I am proud to serve as an associate chair at the CHI2023, within the "Learning, Education, and Families" subcommittee.
Read moreLavoué, E., Kazemitabar, M., Doleck, T., Lajoie, S. P., Carrillo, R., & Molinari, G. (2019). Towards emotion awareness tools to support emotion and appraisal regulation in academic contexts. Educational Technology Research and Development, 1-24.
Lavoué E., Monterrat B., Desmarais M., George S. (2019) Adaptive Gamification for Learning Environments, IEEE Transactions on Learning Technologies, 12, 1, 16-28.
Lavoué, É, Ju, Q., Hallifax, S., Serna, A. Analyzing the relationships between learners’ motivation and observable engaged behaviors in a gamified learning environment. International Journal of Human-Computer Studies, 154, 102670, 2021. doi : 10.1016/j.ijhcs.2021.102670.
Hallifax, S., Lavoué, E. Serna, A. (2020). To tailor or not to tailor gamification? An analysis of the impact of tailored game elements on learners’ behaviours and motivation. Artificial Intelligence in Education. AIED 2020. Lecture Notes in Computer Science, vol 12163. Springer, Cham, p.216-227. HAL : hal-02573200
Stuart Hallifax, Audrey Serna, Jean-Charles Marty, Guillaume Lavoué, Elise Lavoué. Factors to Consider for Tailored Gamification. 6th ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play (CHI PLAY’19), 22 October 2019, Barcelona (Spain), p. 559-572. HAL : hal-02185647. Honorable Mention Award (top 4%)
Reyssier, S., Hallifax, S., Serna, A., Marty, J.-C., Simonian, S. & Lavoué, E. The impact of game elements on learner motivation: influence of initial motivation and player profile. IEEE Transactions on Learning Technologies, 2022. To be published
Ez-Zaouia, M., Tabard, A., & Lavoué, E. Emodash: a Dashboard Supporting Retrospective Awareness of Emotions in Online Learning. International Journal of Human-Computer Studies. 139, 102411, 2020.
Bouvier P., Sehaba K., Lavoué E. A trace-based approach to identifying users’ engagement and qualifying their engaged-behaviours in interactive systems: Application to a social game. User Modeling and User-Adapted Interaction (UMUAI), 24(5), p. 413-451, 2014.
Lavoué E., Molinari G., Prié Y., Khezami S. Reflection-in-Action Markers for Reflection-on-Action in Computer-Supported Collaborative Learning Settings, Computers & Education, 88, p. 129-142, 2015.