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Sébastien George

Sébastien George
Le Mans Université

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About

186
Publications
38,150
Reads
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1,650
Citations
Additional affiliations
September 2013 - present
Université du Maine
Position
  • Professor (Full)
September 2002 - August 2013
Institut National des Sciences Appliquées de Lyon
Position
  • Professor (Associate)
Education
January 2010 - November 2010
September 1997 - July 2001
Université du Maine
Field of study
  • Computer Science

Publications

Publications (186)
Chapter
Field trips combine a number of favourable conditions for collaborative and situated learning. Research has shown that collaboration can be improved by the use of digital tools, such as interactive tables. However, existing tools are heavy and thus unfit for field trips. This article introduces a conceptual framework for the design of collaborative...
Chapter
Pedagogical activities that combine mobility, collaboration and game mechanics present significant advantages to attract students’ attention and maintain their engagement in learning. Teachers naturally try to combine mobility and collaboration when they create field trips. Indeed, they identify several Points Of Interest that learners physically n...
Article
Full-text available
Fractions are one of the most complex and challenging notions for children and can often lead to frustration and a revulsion for mathematics in general. In this article, we present the Magic Cauldron, a Mixed Reality (MR) application, designed to help children apprehend fractions in a fun and interactive way. The proposed solution is a digital exte...
Chapter
In our study, we provide a state of the art on Mixed Reality (MR) learning tools for teaching math in primary and secondary school. Through a detailed analysis of eight representative applications, we provide an overview of the MR applications currently used, their educational objectives, the augmentations and interactions they offer, the technolog...
Article
Full-text available
The work presented in this paper examines part of a broader issue in the field of technology-enhanced learning and focused on Massive Open Online Courses environments (MOOC). The main goal is to provide an approach, models and tools to assist teachers in the scenario design process and the operationalization of pedagogical scenarios in a connectivi...
Chapter
The analysis of user motions can be useful in many fields to observe human behavior; to follow and predict its action, intention, and emotion; to interact with computer systems; and to enhance user experience in virtual (VR) and augmented reality (AR). These analyses can be empirically made by the expert or with the help of a technology-enhanced le...
Article
Full-text available
The expansion of mobile devices (e.g. tablets, smartphones) and their educational and recreational applications have contributed to the emergence of Mobile Learning Games (MLGs). MLGs show great potential for increasing engagement, creativity and authentic learning. Yet, despite their great potential for education, the use of MLGs by teachers, rema...
Patent
The present technology may be implemented as a handheld general-purpose user input device having an external chassis defining a plurality of faces and comprising multiple keys, at least one touch screen, a processing unit and a transceiver unit. The device is connectable to a recipient electronic device from the transceiver unit. The multiple keys...
Chapter
Full-text available
Students and schools are increasingly equipped with smartphones and tablets. These mobile devices can enhance teaching in many ways. Mobile Learning Games (MLGs) for example, have shown great potential for increasing student’s motivation and improving the quality of situated learning. For the past few years, the research community has been working...
Chapter
Identification and mapping of trees through a Geo Collaborative Inventory (GCI) platform is an important task for research in botany, citizen sciences and education. The quantity and veracity of the recorded data rely mainly on the motivation and engagement of each participant. However, for a non-botanist, tree mapping can be perceived as an unstru...
Chapter
The work presented in this paper focuses on massive open online course (MOOC) environments, and more specifically on the activity of designing and implementing pedagogical scenarios for a connectivist MOOC (cMOOC). This paper presents a research work, which aims to propose a model and tool to support the design of connectivist MOOC scenarios. The m...
Article
This paper studies the problem of evaluation of human 3d+t activities in Virtual Environments (VE) for Learning (VEL). Current evaluation methods focus mostly on: (i) the automatic identification of an ordered sequence of actions and/or (ii), an empirical analysis made by experts through the VE. In many cases, the learner’s activity can be represen...
Conference Paper
Full-text available
Alternate realities through headsets, such as augmented, mixed and virtual reality are becoming part of people's everyday life. Except in some limited context, usual keyboards are inappropriate for such technological medium and alternative interfaces for text-entry must be explored. In this paper we present the keycube, a general-purpose cubic hand...
Article
Full-text available
This paper presents an authoring tool in the cMOOC context called MOOCAT (MOOC Authoring Tool). It is a visual authoring tool that helps teachers to design cMOOC-oriented pedagogical scenarios. MOOCAT has two main innovative features. The first is that it offers a tool for conceiving pedagogical scenarios in a simple way through graphical represent...
Conference Paper
Full-text available
This paper presents a tool designed to assist a virtual reality learner in a vocational training context. The benefits of VR are spreading outside the video-games and research field, leading the vocational education institutions to consider using this technology for training purposes. By simulating emblematic professional situations, teachers can t...
Preprint
Mobile Collaborative Learning Games combine all the ingredients necessary to attract students' attention and engage them in learning activities. However, designing a coherent game scenario that combines mobility, game mechanics and collaborative learning is quite a challenge. In this article, we propose three game patterns that naturally integrate...
Preprint
School classrooms are equipped with more and more mobile devices. However, the latest studies show that their use by teachers is still very limited because of a lack of resources and applications adapted to use these artifacts in education. Among the new directions of use, research conducted on Mobile Learning Games (MLGs) seems very promising. In...
Preprint
Full-text available
Mobile Learning Games (MLGs) show great potential for increasing engagement, creativity and authentic learning. Yet, despite their great potential for education, the use of MLGs by teachers, remains limited. This is partly due to the fact that MLGs are often designed to match a specific learning context, and thus cannot be reusable for other contex...
Article
Mixed and Virtual Reality (MVR) devices are now more accessible. However, developing MVR applications is still complex for the majority of developers , because it requires specific expertise. For the past few years, several packaged solutions offered to assist developers who are non-MVR experts. These solutions rarely offer full freedom to create s...
Article
Full-text available
In spite of their effectiveness, learning environments often fail to engage users and end up under-used. Many studies show that gamification of learning environments can enhance learners' motivation to use learning environments. However, learners react differently to specific game mechanics and little is known about how to adapt gaming features to...
Article
The present work fits into the context of recommender systems for educational resources, especially systems that use social information. Based on the research results in the field of recommender systems, social networks and technology-enhanced learning, we defined an educational resource recommendation approach. We rely on social relations between...
Conference Paper
Full-text available
Mobile learning games (MLGs) have great potential in education, especially in fields requiring outdoors activities such as botany or cultural heritage education. However, the number of mobile learning games actually used for outdoor education remains very low. The absence of dedicated applications allowing to build MLGs, without technical expertise...
Conference Paper
Full-text available
Mobile Learning Games (MLGs) show great potential for increasing engagement, creativity and authentic learning. Yet, despite their great potential for education, the use of MLGs by teachers, remains limited. This is partly due to the fact that MLGs are often designed to match a specific learning context, and thus cannot be directly reusable for oth...
Conference Paper
Full-text available
Defining the form factor and set-up of surfaces, i.e., their size, position, and orientation, is one of the first decisions made when designing multi-surface environments (MSE). To support these choices, we conducted a study on how the orientation of a large display used alongside tablets impacts collaboration. Previous research involving only one...
Conference Paper
Full-text available
In this position paper we try to extend the discussion about the human augmentation of the mind through reasoning. Memory seems favored but both of them play a major role in the mind, we want to equilibrate it. Those two components of our cognitive system are actually quite intertwined with sometimes similar properties and goals. Both are failing,...
Article
Full-text available
Background. Many learning environments are quickly deserted by learners, even if they are efficient. Gamification of learning environments is a recent approach used to enhance learners’ motivation and participation. Aim. People have various expectations and react differently faced with specific game mechanics. An important goal lies in automaticall...
Conference Paper
Résumé. Le travail présenté dans cet article concerne le processus de scénarisation pédagogique dans les cMOOCs. Notre objectif est d’offrir des solutions informatiques pour accompagner les enseignants dans la conception, la mise en place et l’adaptation de tels cours. Pour cela, nous proposons un modèle générique de scénario pédagogique orienté cM...
Conference Paper
Full-text available
Les applications utilisant les mouvements des utilisateurs afin de renforcer la construction des connaissances et d'améliorer l'immersion, sont de plus en plus utilisées dans des domaines tels que le sport, la chirurgie ou l'éducation. Actuellement, les informations sur les actions, intentions, situations et comportements, sont rarement extraites à...
Article
Purpose Smart eyewear, such as augmented or virtual reality headset, allows the projection of virtual content through a display worn on the user’s head. This paper aims to present a mobile platform, named “CARTON”, which transforms a smartphone into smart eyewear, following a do-it-yourself (DIY) approach. This platform is composed of three main c...
Conference Paper
Full-text available
Collaborative decision-making is one of the emphasized student skills required by educators from different domains including science, technology and society. Multi-surface environments (MSE) appear particularly well suited for such learning activities, with large shared surfaces dedicated to the overview of information and context awareness, while...
Article
Full-text available
La ludification est une approche de plus en plus utilisée pour répondre au manque de motivation des apprenants. Cependant, chacun a des sensibilités différentes aux mécaniques de jeu, et cela n’est généralement pas pris en compte. Cet article présente un modèle pour adapter les fonctionnalités ludiques selon les profils de joueur des apprenants. Un...
Conference Paper
Full-text available
Mobile Learning Games (MLGs) show great potential for increasing engagement, creativity and authentic learning. Yet, despite their great potential for education, the use of MLGs by teachers, remains limited. This is partly due to the fact that MLGs are often designed to match a specific learning context, and thus cannot be reusable for other contex...
Conference Paper
This paper presents a tool to transform a smartphone into a smart eyewear, named " CARTON " , following a Do-It-Yourself (DIY) approach. The hardware prototype is made with very simple materials and regular tools we could find anywhere. It also includes a Software Development Kit (SDK) with samples in order to easily adapt or develop new mobile app...
Conference Paper
Full-text available
The early stages of Mobile Serious Game (MSG) design are very complex. That is why many MSG research projects start with a brainstorming session, involving pedagogical and game experts. However, brainstorming with large groups of participants, who come from very different backgrounds, can prove to be long and inefficient. In addition, classic brain...
Conference Paper
Full-text available
According to the recent technological advances, a new type of digital learn-ing games has emerged. These games integrate virtual worlds persistence and immersion devices allowing the learners to experience more authentic and rich situations. Several studies highlighted their pedagogical value, knowledge transfer and learners’ engaged-behaviors. In...
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...
Conference Paper
Full-text available
Mobile Learning Games (MLGs) show great potential for education, especially in fields that deal with outdoor learning activities such as archaeology or botany. However, the number of MLGs currently used remains insignificant. This is partly due to the fact that the current authoring tools are based on modeling languages that only allow creating ver...
Conference Paper
Full-text available
Mobile devices offer great opportunities in the field of collaborative learning. They are especially interesting in their ability to provide digital information while still supporting social interactions between group members, which are essential elements of coordinated and shared activities. However, in truly mobile conditions, e.g. outdoors, the...
Conference Paper
Full-text available
Mobile devices offer great opportunities in the field of collaborative learning for providing digital information while still supporting social interactions between group members. We designed and tested an orienteering mobile learning game to better understand how device use shaped collaboration in highly mobile conditions. The study involved four...
Conference Paper
With the advent of the MOOCs, the education stakeholders and researchers in the field of TEL are giving an enormous attention to the dropout issues in these environments. In a deeper analysis of this issue, several authors link this dropout to a lack of learners’ motivation or a lack of learners’ engagement, these dropout rates are also associated...
Conference Paper
From the very beginning of MOOCs, education stakeholders and researchers in the field of technology enhanced learning (TEL) considered closely the issues related to dropout of learners in these environments. In a detailed analysis of this question, several authors pointed out that this dropout is due to a lack of learners’ motivation, a lack of lea...
Article
Full-text available
Project-based Learning (PBL) enables learners to carry out challenging and authentic projects through investigations. However, PBL is difficult to implement successfully because learners often lack of the self-regulation skills required to monitor, reflect, manage and assess their project activities and learning. Furthermore, most learning systems...
Article
Full-text available
Depuis 2002, les jeux sérieux suscitent un engouement croissant par les perspectives que l'objet promet d'offrir en termes de prévention, de formation, d'éducation, d'apprentissage, de thérapie, de communication, d'entraînement, de collecte de données, etc. Dix ans plus tard, en 2012, le premier colloque scientifique international e-virtuoses dédié...
Conference Paper
Full-text available
In a learning situation, gamification is a way to motivate learners and enhance their participation to learning activities by adding game elements. But it still pays little attention to the individual differences among learners’ preferences as players. This paper presents a generic and adaptive gamification system that can be plugged on various lea...
Conference Paper
Full-text available
Classrooms are increasingly equipped with information and communication technology and especially interactive mobile devices. However, the latest studies show that their use by teachers is still very limited because of a lack of resources and applications adapted to an educational use. Indeed, there seems to be a shortage of mobile learning practit...
Conference Paper
Full-text available
Many learning environments are swiftly abandoned by the learners, even if they are effective. Gamification is as a recent game-based learning approach that can enhance the learners’ motivation. However, individual expectations and preferences towards game-like features may be very different from one person to another. This paper presents a model to...
Conference Paper
Full-text available
Les environnements d'apprentissage sont fréquemment délaissés par les apprenants, malgré leur efficacité. La ludification est une approche de plus en plus utilisée pour répondre au manque de motivation des apprenants. La difficulté est que chacun a des sensibilités différentes aux mécaniques de jeu, et cela n'est généralement pas pris en compte. Ce...
Conference Paper
Full-text available
Le projet JEN.lab a pour ambition d’associer les caractéristiques des « jeux épistémiques numériques » (en particulier, les situations d’apprentissage ludiques conduisant l’apprenant à résoudre des problèmes complexes et non déterministes) et les technologies « pervasives » comme la réalité mixte et la réalité alternée, en vue de concevoir des situ...
Conference Paper
Full-text available
Avec le mouvement MOOC, les acteurs de l’éducation s’inscrivent dans le cadre d’une dynamique de renouvellement pédagogique. Cette dynamique présente différents avantages tels que: la massivité des apprenants, l’ouverture à tous, l’accessibilité, l’économie d’échelle, etc. Elle soulève cependant des questions liées notamment à la problématique de l...
Article
Full-text available
Recommender systems are able to estimate the interest for a user of a given resource from some information about similar users and resources properties. In our work, we focus on the recommendations of educational resources in the field of Technology Enhanced Learning (TEL) and more specifically the recommendations which are based on social informat...
Research
Full-text available
School classrooms are equipped with more and more mobile devices. However, the latest studies show that their use by teachers is still very limited because of a lack of resources and applications adapted to use these artifacts in education. Among the new directions of use, research conducted on Mobile Learning Games (MLGs) seems very promising....
Article
Full-text available
During learning activities, reflexive processes allow learners to realise what they have done, understand why, decide on new actions and gain motivation. They help learners to regulate their actions by themselves, that is, to develop metacognitive regulation skills. Computer environments can support reflexive processes to support human learning, fo...
Article
Full-text available
With the MOOC movement, education stakeholders are taking part of a pedagogical renewal. These dynamics present different advantages such as: massiveness, openness, accessibility, etc. However, it raises particular issues related to the dropout. To remedy to this issue, a promising lead resides in supporting learners’ motivation and engagement. To...