Sébastien ALLAIN [ashm]

Sébastien ALLAIN [ashm]
University of Geneva | UNIGE · Technologies of Formation and Training Unit (TECFA)

PhD in Education and Information-communication

About

26
Publications
7,930
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52
Citations
Introduction
I focus on the pedagogical use of serious games in corporations and business. I aim to identify and validate the methods for linking the intentionality of the designer to the learner metacognition. My approach connects together the serious game and the approach of documentary filmmaking. This approach is inspired by the semiopragmatic and supplemented by cognitive narratology, both as a vehicle of knowledge and as a method for the assessment of their acquisition.
Education
September 2009 - September 2013
Grenoble Alpes University
Field of study
  • Sciences de l’Information-Communication, Laboratoire IREGE, Équipe Hypermédia G-SICA, Groupe interlaboratoire Sur l'Image, la Communication et les Arts numériques
September 2009 - September 2013
University of Geneva
Field of study
  • Sciences de l’Éducation, laboratoire des TEchnologies de Formation et d'Apprentissage (TECFA), Faculté de Psychologie et des Sciences de l'Éducation (FAPSE).

Publications

Publications (26)
Article
Full-text available
Is it possible for a game to put into acts rather than put in scene a skill that it must transmit? This paper reports a theoretical proposal and his experimental evaluation for learning to work in teams, in the context of a serious game single user. The narrato-cognitive approach and the concept of "mise en abyme" allowed to describe then to renew...
Thesis
Full-text available
Serious games for learning, used in the professional world, link both game and work practices. This issue concerns designers as well as training managers and human resources managers, all interested in transferring and evaluating professional skills. But serious games, simulating interpersonal relationships through notions of fiction, immersion, re...
Chapter
Full-text available
While informal learning still holds an important place for the development of business skills (70-20-10), serious games and gamification are now expected. In the perspective of their expansion, could the notion of informal learning coexist? By articulating the triad training-play-work, this chapter identifies the conditions necessary to take advant...
Article
Full-text available
This article refers to the historical and socio-cultural development that has accompanied the modernity of documentary cinema in order to highlight the multiple ways for the serious games to convey the real in a learning experience. After specifying the semio-pragmatic approach that makes it possible to connect the two fields, a conceptual model is...
Article
Full-text available
Parmi les transgressions narratives, la métalepse s’est déployée sur tous les médias, jusqu’à occuper une place prépondérante dans les récits vidéoludiques. Désormais, son omniprésence interroge la possibilité qu’elle produise encore un quelconque sentiment de transgression. Serait-elle à reléguer dans les usages conventionnels du jeu vidéo ? Cette...
Technical Report
Full-text available
La production d’énergie s’est considérablement accrue ces dernières années. À l’échelle mondiale, les besoins en énergie augmentent et entraînent un essor des usages énergétiques des terres agricoles. Car pour respecter les objectifs environnementaux –pour la France la neutralité carbone à l’horizon 2050– cette production d’énergie est appelée à se...
Article
Full-text available
Cet article dévoile quelques intentions de conception ayant concouru à développer une plateforme digitale pour pratiquer le groupe de codéveloppement professionnel en ligne. L’article livre une part du cheminement du design cognitif et évoque les bénéfices attendus à l’usage, ne citant le nom de la plateforme que pour mieux s’y référer. L’article e...
Preprint
Full-text available
LIFE INFLUENCERS Agency is a training designed to meet the challenge of transforming environmental practices within the LVMH group. As a case study, this contribution attempts to trace the origins and then the choices involved in information design, game design, cognitive design and partly graphic design through some illustrations. The central hypo...
Article
Full-text available
Is the embodiment of a character the prerogative of virtual reality or the legacy of pre-electronic experimentation? The answer may come from Michel Butor, theorist and novelist, who has enclosed in 1957 in a novel multiple literary processes that illuminate today issues related to virtual reality. Our research first adopts a phenomenological appro...
Article
Full-text available
La possibilité d'incarner un personnage serait-elle l'apanage de la réalité virtuelle ou l'héritage d'expérimentations pré-électroniques ? La réponse tient peut-être à Michel Butor, théoricien et romancier, qui a enfermé en 1957 en un roman de multiples procédés littéraires qui éclairent des problématiques soulevées aujourd'hui par la réalité virtu...
Article
Full-text available
La radio change ! La radio se mêle aux autres médias, et les interfaces réclament désormais un design d'interaction adapté. Mais reste-t-il encore quelque chose des spécificités de la radio ? Du flux et du principe d'écoute notamment ? Quelles réponses le design d'interaction peut-il apporter à ces questions ? Les interfaces webdoc peuvent-elles po...
Conference Paper
Full-text available
While metalepsis seems intimately linked to interactive digital storytelling systems (IDS), can we still generate a feeling of transgression? Are there still new forms of metalepsis to discover and apply? And for what purpose? This papers exposes a prospect where the user is not the only recipient of the metalepsis. Thereby, the transgression effec...
Article
Full-text available
Introduction: A serious game is an application that combines ‘serious’ goals (pedagogical, informational, communicational, ideological, or training) with ‘ludic’ aims stemming from video games for example. Digital images and games associated in serious games become devices making sense in the context of organization communication. Objectives: The f...
Article
Full-text available
Introducción: Un “seriousgame” es una aplicación lúdica, con un fin pedagógico, informativo, de comunicación o de entrenamiento, inspirada en los videojuegos. Las imágenes digitales y los juegos incluidos en los dispositivos de mediación son capaces de dar sentido a la comunicación organizacional Objetivos: Este terreno de la comunicación de los se...
Thesis
Full-text available
Le serious game d'apprentissage se doit de lier la pratique du jeu à la pratique métier. L'enjeu concerne les concepteurs, les responsables de formation ou responsables des ressources humaines, tous intéressés par la transmission ou l'évaluation des compétences. Mais alors que les serious games convoquent les notions de fiction, d'immersion, de réa...
Chapter
Full-text available
Cet article propose une méthodologie pour évaluer la perception individuelle des joueurs de serious game. Son objectif est de contribuer aux plans communicationnels et pédago-giques. Le développement théorique propose l'utilisation de "questionnaires en série" combinant des modalités d'exercices métacognitifs et d'enquêtes habituellement dis-tincte...
Article
In a context of ever-changing training, computerization of nursing homes can open the range of training solutions by the use of Virtual, playful and interactive role playing. While this method is already used in other industries, the objective of our study is to explore the perception of health and social sector professionals by confronting them to...
Article
Full-text available
In a context of ever-changing training, computerization of nursing homes can open the range of training solutions by the use of virtual, playful and interactive role playing. While this method is already used in other industries, the objective of our study is to explore the perception of health and social sector professionals by confronting them to...
Article
Full-text available
In the context of "serious games", this article aims to lay the foundations for a narrative and cognitive writing by using “metalepsis” to deliver more effectively certain pedagogical comments. Following an introduction on the concept of narrative metalepsis, the article describes theoretically its possible roles in learning, which is based first o...
Article
Full-text available
Les objets individuels de communication rapprochant les savoirs numérisés peuvent-ils augmenter la diversité des connaissances personnelles ? Le concept de réalité augmentée est analysée ici sous l’angle d’une promesse : dépasser les limitations humaines pour nous relier davantage à notre environnement. Deux éléments sont dégagés comme déterminants...

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