
La ludification est une approche utilisée en éducation pour augmenter la motivation des apprenants. Cependant, les études sur l’impact de la ludification rapportent des résultats mitigés, voire contradictoires. Dans cet article, nous présentons la notion d’affordances motivationnelles comme fondement théorique d’une ludification expressive, c’est-à-dire qui a du sens pour les apprenants et qui répond à leurs besoins motivationnels. Nous décrivons ensuite les enjeux d’une telle approche et différentes méthodes de conception, afin d’introduire notre proposition permettant de prendre en compte les caractéristiques à la fois de la situation d’apprentissage et des apprenants. Enfin, nous proposons une approche complémentaire de ludification adaptative des environnements d’apprentissage, permettant d’aller encore plus loin dans la réponse aux besoins propres à chaque apprenant. Nous concluons par différentes perspectives offertes par ces contributions.
Gamification is an approach used in education to increase learners’ motivation. Nevertheless, research about the impact of gamification reports mixed and even contradictory results. In this article, we present the concept of motivational affordances as a theoretical framework for meaningful gamification, that means that it makes sense to learners and responds to their motivational needs. We then describe the challenges of such an approach, and different design processes, in order to introduce our proposal to consider the characteristics of both the learning situation and the learners. Finally, we propose a complementary approach of adaptive learning environments, allowing us to meet the specific needs of each learner.
Garrot,Serna Audrey. Vers une ludification adaptative expressive des environnements numériques d’apprentissage. In: Sciences et Technologies de l'Information et de la Communication pour l'Éducation et la Formation, volume 28 n°2, 2021. Numéro spécial. Les technologies positives pour l'apprentissage. pp. 153-176.
meaningful gamification, ludification expressive, affordances motivationnelles, EIAH, motivational affordances, Ludification adaptative, Tailored gamification, design process, méthodes de conception, learning and technology, design process. ; engagement ; meaningful gamification ; motivational affordances ; tailored gamification, ludification adaptative ; engagement ; affordances motivationnelles ; ludification expressive ; méthodes de conception., TICE, technologie de l'information pour l'éducation et la formation, STICEF, engagement
meaningful gamification, ludification expressive, affordances motivationnelles, EIAH, motivational affordances, Ludification adaptative, Tailored gamification, design process, méthodes de conception, learning and technology, design process. ; engagement ; meaningful gamification ; motivational affordances ; tailored gamification, ludification adaptative ; engagement ; affordances motivationnelles ; ludification expressive ; méthodes de conception., TICE, technologie de l'information pour l'éducation et la formation, STICEF, engagement
| selected citations These citations are derived from selected sources. This is an alternative to the "Influence" indicator, which also reflects the overall/total impact of an article in the research community at large, based on the underlying citation network (diachronically). | 1 | |
| popularity This indicator reflects the "current" impact/attention (the "hype") of an article in the research community at large, based on the underlying citation network. | Average | |
| influence This indicator reflects the overall/total impact of an article in the research community at large, based on the underlying citation network (diachronically). | Average | |
| impulse This indicator reflects the initial momentum of an article directly after its publication, based on the underlying citation network. | Average |
