Eric Sanchez

Eric Sanchez
University of Geneva | UNIGE · Technologies of Formation and Training Unit (TECFA)

PhD, HDR
Professor in Technology Enhanced Learning

About

217
Publications
26,401
Reads
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890
Citations
Introduction
Professor at the University of Geneva, I hold a PhD and the French habilitation to steer researches in educational sciences. I am specialized in technology enhanced learning and I have done research about the use of game-based learning for formal (school and university) and informal (museum) learning. I have a sound methodological experience in design-based research and learning analytics (data processing and data visualization).
Additional affiliations
February 2021 - present
University of Geneva
Position
  • Professor
February 2016 - January 2021
Université de Fribourg
Position
  • Professor
Description
  • I am the head of the Laboratoire d'innovation pédagogique (LIP https://www.lip-unifr.ch)
September 2011 - present
Ecole normale supérieure de Lyon
Position
  • Professor
Description
  • I teach e.learning and gamification for the Master degree in Architecture Information at the ENS of Lyon and at the University Paris-Diderot http://archinfo11.hypotheses.org/ - http://archinfo14.hypotheses.org/
Education
September 2014 - September 2015
Paris Descartes, CPSC
Field of study
  • Educationnal sciences
September 2003 - September 2007
Claude Bernard University Lyon 1
Field of study
  • Educationnal sciences

Publications

Publications (217)
Article
Full-text available
Game based-learning have been widely promoted to overcome the difficulties encountered by beginners to learn programming. However, there are many issues to address for the implementation of game-based learning. Indeed, game-based learning is not limited to adding game elements such as rewards to a learning situation, but it rather consists of trans...
Book
Jeux vidéo, jeux de simulation, jeux de rôle, escape games, gamification, etc., l’usage du jeu suscite un intérêt croissant chez les enseignants et les formateurs. Mais comment apprend-t-on en jouant ? Quels éléments prendre en compte pour concevoir des dispositifs d’apprentissage qui intègrent le jeu ? C’est à partir de ces questions et une synthè...
Article
Full-text available
Digital and innovation competencies are nowadays highly required for students and faculty members in higher education institutions. We therefore need environments that incubate innovative learning scenarios to develop these competencies. We conducted a design-based research with the dual objective to develop learning labs in four universities and t...
Chapter
The control of the game world by the game master during the activity requires a precise monitoring of the activity which increases in a mixed-reality game context due to the multiplicity of possible interactions with the tangible and digital game elements. This article deals with the design of a digital companion to help a game master to orchestrat...
Article
Full-text available
This article addresses the issue of collaborative design of learning games based on the analysis of a game jam that led to the design of Mission Télomère, an escape game dedicated to smoking prevention for secondary school students. We examine the question of collaboration based on the analysis of interviews conducted with four of the game jam part...
Conference Paper
Full-text available
Cet article porte sur la conception d'un compagnon digital pour aider à l'orchestration d'un jeu. Intégré dans un jeu (Geome) qui allie éléments tangibles et numériques, ce compagnon repose sur la collecte de traces multimodales mises à disposition du maître du jeu et des joueurs. Conçu selon une recherche de type orientée par la conception, le pro...
Poster
Full-text available
Geome a été conçu pour amener des élèves de l'enseignement secon-daire à s'interroger sur la manière dont ils appréhendent les savoirs scientifiques et leur production lors de visites scolaires. Nous avons conduit une analyse a priori du jeu selon une approche par composants qui sont mis en relation avec les dimensions de l'épistémologie personnell...
Poster
Full-text available
Pour cette démonstration nous proposons le jeu Geome, qui traite du rapport de l'Homme à la nature, et qui se joue dans un environnement mixte (nu-mérique et tangible), au Musée de la Nature dans le Valais Suisse dans un con-texte de visite scolaire (12-15 ans). Afin d'aider le maitre du jeu à orchestrer la partie, nous présentons également DigitCo...
Conference Paper
Full-text available
Cet article présente une solution pour accompagner les concepteurs de jeux épistémiques numériques travaillant en contexte de recherche afin de respecter et intégrer les principes du règlement général de protection des données (RGPD) et les valeurs issues de l'approche éthique du Value-Sensitive Design. Ce travail est conduit dans le cadre du proje...
Preprint
BACKGROUND Serious games offer teachers the opportunity to create meaningful learning scenarios and are increasingly used at all levels of education. Designing efficient and engaging serious games is a difficult process which requires a collaborative approach. Many design frameworks have been described, most of which are dedicated to the developmen...
Article
Full-text available
Background Serious games are increasingly used at all levels of education. However, research shows that serious games do not always fulfill all the targeted pedagogical objectives. Designing efficient and engaging serious games is a difficult and multidisciplinary process that requires a collaborative approach. Many design frameworks have been desc...
Book
Full-text available
On devrait rendre l’enseignement plus ludique ! Quel professeur n’a jamais entendu cette affirmation, de la part de parents – ou même de collègues – qui voient dans le jeu une solution idéale pour favoriser la motivation des élèves et lutter contre le décrochage scolaire ? L’idée n’est pas nouvelle. Mais l’omniprésence des smartphones, le saut techno...
Article
Full-text available
Resumen La situación actual de cambio climático, de perturbación de los ciclos geoquímicos y de pérdida de biodiversidad convierten el Antropoceno en un reto educativo importante. Eneste contexto, los museos científicos pueden desempeñar un papel decisivo ofreciendo experiencias y recursos educativos singulares para abordar la complejidad de los de...
Article
The development of pedagogies that can provide alternatives to traditional approaches is becoming increasingly important as a means of enhancing the attractiveness of training courses, appealing to new types of learners and designing learning systems that help to develop multidisciplinary skills. In this context, the JEN.lab project aims to offer i...
Chapter
This paper deals with debriefing for game-based learning. Using a design-based research methodology, our goal consists of modeling debriefing and helping teachers to implement debriefing into their teaching practices. This model has been tested during experimentations carried out in upper secondary classes (15–17 years old) in Switzerland. Four gam...
Chapter
This paper falls in the field of playing analytics. It deals with an empirical work dedicated to explore the potential of data sonification (i.e. the conversion of data into sound that reflects their objective properties or relations). Data sonification is proposed as an alternative to data visualization. We applied data sonification for the analys...
Conference Paper
Full-text available
The teaching of computer programming will soon become compulsory in the gymnasiums of the canton of Fribourg. To this end, we are conducting a project to co-design a serious game and an associated pedagogical scenario. This project is carried out according to a design-based research (DBR) involving the collaboration of an interdisciplinary group. I...
Chapter
In our attempt to support Object-Oriented Programming (OOP) learning for beginners, we designed a novel microworld called PrOgO. It is based on a three-dimensional (3D) constructive game metaphor for describing OOP basic concepts and their implementation. In this paper, we describe a study about the use of PrOgO by beginners to investigate their be...
Chapter
This paper deals with a preliminary empirical study carried out during a museum school visit. The study aims to understand the influence of a game on students’ conduct in the museum. We address the use of digital games for personalising experiences in museums and for fostering visitors’ interactions with the museum exhibition. The paper describes t...
Chapter
Classcraft is a digital role-playing game dedicated to classroom management. Teachers can create teams and assign an avatar to students, as well as points and ‘powers’ as rewards for desired behaviour. We conducted a study in 4 classrooms from Switzerland. The study aimed at assessing to what extent the game fosters the social component of students...
Book
IFIP TC 3 Open Conference on Computers in Education, OCCE 2018, Linz, Austria, June 24–28, 2018, Revised Selected Papers
Book
This book constitutes the refereed post-conference proceedings of the IFIP TC 3 Open Conference on Computers in Education, OCCE 2018, held in Linz, Austria, in June 2018. The 24 revised full papers and 3 short papers included in this volume were carefully reviewed and selected from 63 submissions during two rounds of reviewing. The papers discuss...
Conference Paper
Classcraft is a role-playing game for classroom management in high schools. Teachers can create teams and assign an avatar to students, as well as points and ‘powers’ as rewards for desired behavior. Classcraft aims to foster players’ social engagement. We conducted a preliminary study on classrooms from Switzerland. The objective aims to character...
Chapter
This chapter is dedicated to discuss how competition and collaboration for playing have an impact on the learner’s strategy and the learning process. We examine what kind of effects can be expected when competition and collaboration are used as instructional techniques. This is done through a discussion about how these concepts are defined and thro...
Article
Full-text available
This paper draws on an empirical work dedicated to discussing a theoretical model for design-based research. The context of our study is a research project for the design, the implementation and the analysis of Insectophagia, a digital role-play game implemented in secondary schools. The model presented in this paper aims at conceptualizing researc...
Conference Paper
This paper draws on an empirical work dedicated to understand how the interplay between competition and collaboration influences play-based learning. We analyze the strategies performed by 242 pre-service teachers trained with Tamagocours, an online multiplayer tamagochi-like game. The study is based on the collection, analysis and reporting of dat...
Article
Full-text available
In this article, we discuss the concept of gamification, based on a literature review and preliminary feedback from teachers using Classcraft, a role-playing game supported by a digital platform and a mobile application that were developed to answer high school teachers’ classroom management needs. Our results come from two experiments in France an...
Conference Paper
Full-text available
This position paper is dedicated to describing a preliminary model of an integrated system, called Play Management System (PMS). PMS is designed to support both players and teachers to deliver, use, manage and track play situ-ations. This PMS model results from a design-based research methodology. Our approach focuses on (1) the learners and the si...
Article
Object-Oriented paradigm is a common paradigm for introductory programming courses. However, many teachers find that transitioning to teaching this paradigm is a difficult task. To overcome this complexity, many experienced teachers use microworlds to give beginner students an intuitive and rapid understanding of fundamental abstract concepts of Ob...
Article
Full-text available
Le projet de recherche-développement DevSup que nous décrivons ici porte sur la mise en œuvre d’une approche-programme dans un nouveau master à l’ENS de Lyon. Le projet DevSup consiste en la conception, la modélisation et la réalisation d’un dispositif techno-pédagogique visant notamment à soutenir la mise en œuvre d’une approche-programme. Concern...
Conference Paper
Full-text available
In this paper we present a study of master students working with the concept of gamification (Deterding et al., 2011; Bonenfant & Genvo, 2014; Sanchez, 2014) to design an informal learning activity in a natural history museum. The teaching unit was a project-based course covering fundamental concepts related to the use of games for educational purp...
Article
Nous présentons dans cet article un cadre méthodologique pour la conduite de travaux de recherche qualifiés de recherches orientées par la conception (design-based research), qui, en continuité avec des approches de type recherche-action et ingénierie didactique, s’inscrit dans le courant méthodologique des recherches collaboratives en éducation. N...
Conference Paper
Full-text available
Based on the literature, this article describes three learning environments that have been designed to help novice students to develop computer programming skills: Alice, Greenfoot and Prog&Play, in a view to present their principals of how they represent abstract fundamentals of Object-Oriented Programming, and to verify their adequacy for novice...
Conference Paper
Object-Oriented Programming (OOP) paradigm is one of the most common paradigm in introductory programming courses. However, novices often have difficulties to understand the basic concepts which are of a high level of abstraction. Either tangible and virtual constructive games provide the students with a more familiar way for learning programming....
Article
Full-text available
In this paper we discuss the concept of ludicization by describing an empirical work devoted to the design of the Tactileo Map, a geomedia dedicated to the design of location-based games for educational purposes. The Tactileo Map is the result of collaborative efforts by researchers, game-designers, and practitioners involved in Tactileo, a nationa...
Article
Cette contribution s’appuie sur les travaux que nous conduisons dans le cadre du projet Tamagocours, un jeu destiné à l’apprentissage des règles juridiques qui encadrent l’usage des ressources numériques dans un contexte éducatif. Nous nous appuyons sur la théorie des situations didactiques pour proposer un modèle qui permet de distinguer deux stra...
Article
La question de l’usage des jeux numériques en contexte éducatif renvoie au paradoxe des apprentissages dans les environnements simulés. La simulation, en tant qu’expérience empirique, est en effet à la base de nombreux jeux. Le joueur est un marionnettiste qui décide du devenir de son avatar-marionnette. Mais comment le marionnettiste peut-il croir...
Conference Paper
Given their diverse dimensions and characteristics, learning games are difficult to evaluate. However, evaluation remains the only way to verify if the educational targets are being achieved and to detect any functional vulnerability inside the learning game. Based on a review of literature, in this paper we propose to structure the evaluation proc...
Chapter
The purpose of this chapter published in a book dedicated to the use of geomedia in secondary education is to emphasize the role of geomedia for designing a playful learning situation. We describe Clim@ction, a French-Canadian online role-play game about land use management. Clim@ction involves the students in collaboration and competition for a pr...
Chapter
Full-text available
This paper describes an empirical work dedicated to the design and analysis of the uses of Tamagocours, a collaborative multiplayer online game. Tamagocours has been designed to address an educational challenge: learning the legal rules (i.e. copyright) that comply with the policies for the use of digital resources in an educational context. Tamago...
Technical Report
Full-text available
Rapport de recherche, 69 pages. Disponible en ligne : http://eductice.ens-lyon.fr/EducTice/recherche/developpement-professionnel/devsup/Rapport-DevSup-2014
Article
With laptops, mobile phones, tablets and broadband wireless access becoming more widely available, Web 2.0 is now entering schools. This changes the way students work and communicate, altering their relationship with knowledge, and generating new objectives for media literacy in the digital society. Thus, schools face new challenges and this paper...
Chapter
Nutrition is a complex behaviour. The choices made depend on multiple dimensions as taste, physiological consequences, cultural aspects, or environmental and economic impacts. Rather than transmitting standards to follow, nutrition education might help people to take into account the complexity of the problem, to reflect on all the dimensions invol...