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Ludicisation de la gestion de classe avec Classcraft, une étude systémique

Ludicization of classroom management with Classcraft. A systemic study.
Authors: Bonvin, Guillaume; Sanchez, Eric;

Ludicisation de la gestion de classe avec Classcraft, une étude systémique

Abstract

Ce papier porte sur une étude empirique conduite dans des écoles secondaires, en Suisse et au Brésil et qui concerne Classcraft , un jeu numérique de gestion de classe. Les premiers travaux qui ont été menés s’appuient sur la Théorie des situations didactiques. Ils visent à comprendre la manière dont le comportement des élèves est influencé par le jeu. Ils mobilisent un modèle qui situe l’expérience de jeu dans un contexte qui comprend la situation de jeu, le travail de l’enseignant qui intègre le jeu et la culture organisationnelle de l’institution dans laquelle ce dernier exerce. Les analyses qui ont été menées s’appuient sur une méthodologie mixte : recueil des traces numériques d’interaction, conduite d’entretiens semi-directifs avec les personnes impliquées et observations in situ.

This paper draw on an empirical study about Classcraft, a digital game dedicated to classroom management, conducted in secondary schools in Switzerland and Brazil. The study is based on the Theory of didactical situations. It aims to understand how students’ behavior is influenced by the game and rely on a model that situates the game experience in a context that includes the game ; the teacher’s task, which integrates the game ; and the organizational culture of the institution in which the teacher work. The analyses that were carried out are based on a mixed methodology : collection of digital traces of interaction, semi-structured interviews with the people involved and in situ observations.

Bonvin Guillaume, Sanchez Éric. Ludicisation de la gestion de classe avec Classcraft, une étude systémique. In: Sciences et Technologies de l'Information et de la Communication pour l'Éducation et la Formation, volume 29 n°1, 2022. Varia. pp. 11-38.

Country
Switzerland
Related Organizations
Keywords

learning analytics, Gestion de classe, Classcraft, EIAH, ludicisation, Classroom management, game-based learning, ludicization, learning and technology, 371.33, analytique de l'apprentissage, gamification, TICE, apprentissage par le jeu, technologie de l'information pour l'éducation et la formation, ludicisation ; gamification ; Classcraft ; apprentissage par le jeu ; analytique de l’apprentissage ; Gestion de classe, STICEF, classroom management ; game-based learning ; learning analytics ; ludicization ; Classcraft. ; gamification

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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).
BIP!Citations provided by BIP!
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.
BIP!Popularity provided by BIP!
influence
This indicator reflects the overall/total impact of an article in the research community at large, based on the underlying citation network (diachronically).
BIP!Influence provided by BIP!
impulse
This indicator reflects the initial momentum of an article directly after its publication, based on the underlying citation network.
BIP!Impulse provided by BIP!
0
Average
Average
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Green