iealyon School of Management, Jean Moulin Lyon 3 University, LIRIS lab
The LudiMoodle+ project has three objectives:
1. Deepen our knowledge on the impact of adaptive gamification on students' performance and self-regulation skills.
2. Develop a plugin for Moodle 4.0 that allows teachers to assign tailored game elements to students.
3. Disseminate the practices and recommendations resulting from the project by training secondary school teachers in the implementation of adaptive gamification.
This project aims to:
(1) understand to what extent multisensory stimuli improve learner engagement and immersion, through the enhancement of the embodied experience, and how it improves learner performances in chemical risk training;
(2) understand how the visualization of behavioral and psychophysiological data during and after the VR experience can improve learner reflexivity and learning.
This project aims to propose a digital learning environment for adolescents aged 12 to 15 years old in order to induce sleep-friendly behaviors through a motivational gamification technique.
Learning vocabulary is an essential part of mastering a second language. But the time allotted to language learning in French universities tends to make it necessary to focus class activity on interaction and collaborative tasks, sometimes leaving out explicit lexical work altogether. In this view, the Lex:gaMe project aims at providing learners and teachers with a set of tools targeting various aspects of lexicon oriented learning.
Serious games are often designed without a deep reflection on the impact of the modalities proposed to participants to exchange, either on the perception of others or on communication skills. The BODEGA project aims to study the influence of embodiment on participants’ social behaviours and engagement in a collaborative game designed to measure and/or develop soft skills.
We observe that digital learning environments are often underused by learners and teachers because they are not intrinsically motivating. In this context, the main issue of the LudiMoodle project is to propose a new approach to the gamification of digital learning environment on learners' motivation, by adapting game elements to their profile.
The EmoViz project aims at developing an approach, models and a tool to integrate emotional information as a support for the regulation of online learning activities. The originality of this project lies on the fact that it is not only interested in emotions, but also in the context in which these emotions were felt, expressed and/or visualized.