Application to Jazz Practice Guillaume Denis

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Application to Jazz Practice Guillaume Denis Educational Video Games and Motivation: Application to Jazz Practice Guillaume Denis To cite this version: Guillaume Denis. Educational Video Games and Motivation: Application to Jazz Practice. do- main_other. École Nationale Supérieure des Mines de Paris, 2006. English. pastel-00002167 HAL Id: pastel-00002167 https://pastel.archives-ouvertes.fr/pastel-00002167 Submitted on 23 Mar 2007 HAL is a multi-disciplinary open access L’archive ouverte pluridisciplinaire HAL, est archive for the deposit and dissemination of sci- destinée au dépôt et à la diffusion de documents entific research documents, whether they are pub- scientifiques de niveau recherche, publiés ou non, lished or not. The documents may come from émanant des établissements d’enseignement et de teaching and research institutions in France or recherche français ou étrangers, des laboratoires abroad, or from public or private research centers. publics ou privés. Coll`ege doctoral ED 431 : Information, communication, mod´elisation et simulation N◦ attribu´epar la biblioth`eque |__|__|__|__|__|__|__|__|__|__| THESE` pour obtenir le grade de Docteur de l’Ecole´ des mines de Paris Sp´ecialit´e « Informatique temps r´eel, robotique et automatique » pr´esent´eeet soutenue publiquement par Guillaume DENIS le 11 d´ecembre 2006 Jeux video´ educatifs´ et motivation : application a` l’enseignement du jazz Directeur de th`ese: Pierre Jouvelot Jury M. St´ephane Natkin Pr´esident et rapporteur M. Abdennour El Rhalibi Rapporteur M. Fran¸cois Pachet Rapporteur M. Fabien Fenouillet Examinateur M. Laurent Tremel´ Examinateur M. Eric´ Boell Invit´e M. Eric´ Chahi Invit´e Remerciements Je remercie en premier lieu Pierre Jouvelot, mon directeur de th`ese,pour sa confiance, sa disponibilit´e,ses encouragements et son ouverture d’esprit critique face `aun projet de recherche centr´esur les jeux vid´eo,que j’ai ainsi pu mener avec un haut degr´ed’autod´etermination (voir chapitre 4). Durant ces trois ann´ees,les ´echanges et les participations des membres du Centre de recherche en informatique furent multiples et fructueux. Je tiens `ales en remercier et suis gr´e`aRobert Mahl, directeur du centre, de m’avoir accueilli dans de si bonnes conditions de travail. Mes remerciements s’adressent `aAbdennour El Rhalibi, St´ephane Natkin et Fran¸cois Pachet qui ont accept´ed’ˆetre les rapporteurs de cette th`eseen partageant une expertise critique et enthousiaste. Je remercie ´egalement tous les membres du jury pour l’int´erˆetqu’ils ont manifest´e`al’´egard de ce travail. Je remercie Guillaume de Peyer et suis heureux de sa contribution d´eterminante `a la r´ealisation de Pads’n’Swing par la cr´eation d’un environnement graphique original et appr´eci´e. Je pense `atoutes les personnes qui ont particip´e`al’´evaluation de Pads’n’Swing : les p´edagogues qui ont partag´eleur expertise, les exp´erimentateurs volontaires de l’Ecole´ des mines de Paris, les ´el`eves et les professeurs de l’Ecole´ de musique de Bois- le-Roi, ainsi que Christine Maubert et Corinne Ancourt qui ont permis l’introduction du jeu vid´eodans cet ´etablissement. Je remercie enfin ma famille et mes amis pour leur affection. Merci `aAnne et Christophe pour la relecture. Merci `aHelymar. iii Table des mati`eres 1 Introduction 1 1.1 Contexte musical . 1 1.2 Motivation . 2 1.3 D´emarche . 2 1.4 Contributions . 3 1.5 Plan.................................... 3 2 Jeu vid´eoet ´education 5 2.1 Jouer.................................... 5 2.2 Le jeu vid´eo. 6 2.2.1 Les pr´emices . 6 2.2.2 L’univers du jeu vid´eo . 10 2.2.3 La sp´ecificit´edu jeu vid´eo. 13 2.3 Une situation p´edagogique privil´egi´ee. 15 2.3.1 Des jeux pour tous ? . 16 2.3.2 Les repr´esentations dans les jeux vid´eo. 16 2.3.3 Des types de jeux vid´eo´educatifs . 17 2.3.4 La cr´eation de jeux vid´eo . 20 2.4 Cadre de l’´etude . 21 2.4.1 Le contexte musical . 21 2.4.2 Probl´ematique de recherche . 22 2.4.3 Un dispositif centr´esur la motivation . 22 2.4.4 Extension `ad’autres domaines . 22 3 Une invitation au jeu musical 23 3.1 Une p´edagogie centr´eesur le jeu . 23 3.1.1 Les composantes de l’´education musicale . 24 3.1.2 Jouer avec la musique . 24 3.1.3 Des types de jeu musical . 25 3.1.4 Positionnement p´edagogique . 26 3.2 Panorama du multim´edia ´educatif musical . 27 3.2.1 Les outils de repr´esentation . 27 3.2.2 L’enseignement programm´e . 27 3.2.3 L’apprentissage `adistance . 29 3.2.4 La r´ealit´eaugment´ee. 30 v Table des mati`eres 3.2.5 Les ateliers de cr´eation . 30 3.3 Panorama des jeux ´electroniques `ainteraction sonore . 32 3.3.1 Les jeux vid´eorythmiques . 32 3.3.2 Les jeux de m´emorisation . 32 3.3.3 Les jeux audio . 33 3.3.4 Les jouets musicaux . 33 3.4 Vers un jeu vid´eomusical (´educatif) . 34 3.4.1 Une expression consciente . 34 3.4.2 Une tension musicale . 35 3.4.3 Un instrument pour tous . 35 3.4.4 Un jeu d’improvisation . 36 3.4.5 Orientation de l’´evaluation . 37 4 L’apport de la psychologie de la motivation 39 4.1 La motivation comme r´egulation . 39 4.2 La th´eorie de l’autod´etermination . 40 4.2.1 Motivations intrins`eque et extrins`eque . 40 4.2.2 Des profils motivationnels . 41 4.2.3 Les besoins psychologiques inn´es . 42 4.2.4 La motivation et l’´ecole . 43 4.3 La th´eorie du flow ............................ 44 4.3.1 Le flow et les jeux vid´eo. 45 4.3.2 Le flow et la musique . 45 4.4 Application `ala conception de jeux vid´eo´educatifs . 46 4.4.1 Le m´ecanisme du fun . 47 4.4.2 L’enjeu du fun ´educatif . 48 4.4.3 Proposition de meilleures pratiques . 49 5 Conception de Pads’n’Swing 51 5.1 Pr´esentation du jeu . 51 5.1.1 Application des meilleures pratiques . 51 5.1.2 La tension fondatrice . 53 5.2 D´etail du gameplay musical . 53 5.2.1 L’information musicale . 53 5.2.2 Le retour d’information . 54 5.2.3 La lutherie . 54 5.2.4 L’´emulation du piano . 56 5.2.5 L’´emulation du saxophone . 56 5.2.6 Les modes de jeu . 58 5.2.7 Le parcours musical . 58 5.3 R´ealisation . 60 5.3.1 Le d´eveloppement . 60 5.3.2 Les ressources . 61 5.3.3 Le d´eploiement . 61 5.3.4 Les traces . 62 vi Table des mati`eres 6 Evaluation´ de Pads’n’Swing 63 6.1 D´efinition de la proc´edure d’´evaluation . 63 6.1.1 Une d´emarche de recherche-d´eveloppement . 63 6.1.2 Les questions de recherche . 64 6.1.3 Plan d’action . 65 6.2 Entretiens pr´eliminaires . 65 6.3 Premi`ere campagne d’´evaluation . 67 6.3.1 Description du protocole exp´erimental . 67 6.3.2 D´eroulement de l’exp´erimentation . 69 6.3.3 Les pistes d’am´elioration . 76 6.4 Seconde campagne d’´evaluation . 77 6.4.1 Description du protocole exp´erimental . 77 6.4.2 Modification pr´ealable du jeu . 77 6.4.3 D´eroulement de l’exp´erimentation . 77 6.5 Synth`ese. 78 6.5.1 La manette comme instrument de musique . 78 6.5.2 Le jeu musical dans Pads’n’Swing . 79 6.5.3 Les modalit´esde la cr´eation collective . 80 6.5.4 La r`egle du jeu et le comportement musical . 80 6.5.5 Pads’n’Swing et la motivation . 81 7 Conclusion 83 7.1 Contributions . 83 7.1.1 Une d´emarche acad´emique . 83 7.1.2 M´eta-´evaluation . 84 7.1.3 Positionnement p´edagogique de Pads’n’Swing . 85 7.1.4 Post mortem de Pads’n’Swing . 87 7.2 Perspectives . 87 7.2.1 Extensions de Pads’n’Swing ................... 87 7.2.2 Possibilit´espour de futures recherches . 88 7.3 Fin..................................... 89 Table des figures 91 Annexes 93 Ludographie 99 Bibliographie 101 Communications de l’auteur . 105 vii Chapitre 1 Introduction Le temps accord´eaux loisirs prend une place de plus en plus importante dans la vie des Fran¸cais. Cinq enquˆetes1 men´eesentre 1973 et 2003 r´ev`elent la participation de cette tendance `anotre ´epanouissement culturel. Les ph´enom`enes les plus visibles en sont la diffusion massive des ´equipements audiovisuels et informatiques dans les foyers fran¸cais et la consommation des produits associ´es(disques, films, jeux vid´eo,etc.). Les sorties culturelles sont ´egalement en hausse depuis 1989, mais c’est surtout le d´eveloppement des pratiques amateur qui r´ev`ele un renouvellement stable et profond de notre rapport `ala culture, dans des domaines aussi vari´esque les arts plastiques, la phototographie, l’´ecriture, le th´eˆatre, la danse ou la musique. 1.1 Contexte musical Dans ce panorama, la musique occupe une place de choix : cinq millions de Fran- ¸cais de quinze ans et plus jouent d’un instrument ou font du chant2. Si l’adolescence est le vivier de cette pratique, chaque g´en´eration demeure aujourd’hui marqu´eepar une r´eelle ´evolution de ses modalit´esd’´ecoute et de production.
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