Le Potentiel Du Jeu Vidéo Pour L'éducation

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Le Potentiel Du Jeu Vidéo Pour L'éducation Université de Genève Faculté de Psychologie et des Sciences de l'Education TECFA (Technologies de la Formation et de l'Apprentissage) Mémoire en vue de l’obtention du DESS STAF (Sciences et Technologies de l’Apprentissage et de la Formation) Le potentiel du jeu vidéo pour l’éducation Auteur : Catherine FRÉTÉ Directeur : Daniel SCHNEIDER Soutenance : le 28.10.2002 Jury : Dr. Mireille Betrancourt, PO, TECFA, Université de Genève Dr. Daniel Peraya, Maître d’enseignement et de recherche, TECFA, Université de Genève Dr. Daniel Schneider, Maître d’enseignement et de Recherche, TECFA, Université de Genève " Ne limitons pas nos enfants à ce que nous avons appris car ils sont nés à une autre époque. " Proverbe Hébreux Sommaire Résumé .............................................. 6 Introduction ........................................ 7 1. L’univers du jeu vidéo .......................... 12 1. 1. Jeu et jeu vidéo: définitions et comparaisons............................................... 12 1. 2. Le jeu vidéo............................................................................................ 15 1. 2. 1. Jeu vidéo et narration ....................................................................... 15 1. 2. 3. Jeu vidéo et interactivité.................................................................... 17 1. 2. 4. Le jeu vidéo: définitions .................................................................... 19 2. Taxonomie des jeux vidéo ........................ 23 2. 1. L’évolution technique des jeux vidéo .......................................................... 23 2. 1. 1. Un peu d’histoire .............................................................................. 23 2. 1. 2. Les supports de jeux actuels .............................................................. 25 2. 2. Classement par genre .............................................................................. 26 2. 2. 1. Problèmes relatifs à cette démarche .................................................... 26 2. 2. 2. Tableaux récapitulatifs ...................................................................... 27 a. Jeux d’adresse et d’action ...................................................................... 29 b. Jeux de stratégie et jeux de rôles............................................................ 30 c. Jeux se situant entre action et stratégie ................................................... 32 3. Jeux vidéo et cognition ......................... 34 3. 1. Jeu et motivation..................................................................................... 36 3. 1. 1. Pourquoi joue-t-on ? ......................................................................... 36 3. 1. 2. Motivation, jeu et apprentissage ......................................................... 37 3. 1. 3. La théorie du «Flow of Optimal Experience» Mihaly Csikszentmihalyi (1990) ................................................................................................................. 43 3. 2. Concepts issus du constructivisme : apprentissage en situation et apprentissage autogéré........................................................................................................ 47 3. 2. 1. L’apprentissage en situation(s) ........................................................... 47 3. 2. 2. L’apprentissage autogéré................................................................... 52 3. 2. 3. Piaget, Papert et les micromondes ...................................................... 53 3. 3. La théorie des modèles mentaux................................................................ 57 3. 4. La mémorisation : théorie du double codage, imagerie et principe de contiguïté 58 3. 4. 1. La théorie de la charge cognitive......................................................... 59 3. 4. 2. Le principe de contiguïté.................................................................... 59 4. Jeu vidéo et compétences ........................ 63 4. 1. L’apprenant : comment le considérer? ....................................................... 64 4. 1. 1. L'approche socio-cognitive : interactions sociales, contextes et apprentissages ............................................................................................ 64 4. 1. 2. Portrait de l'apprenant d'aujourd'hui selon Marc Prensky ........................ 66 4. 2. Qu'est-ce qu'une compétence? .................................................................. 69 4. 2. 1. L’évaluation des performances : panorama........................................... 71 4. 3. Les compétences « incidentelles ».............................................................. 73 4. 3. 1. L’intelligence visuelle ........................................................................ 74 4. 3. 2. L'attention visuelle divisée et le traitement de l'information .................... 74 4. 3. 3. Les compétences spatiales ................................................................ 77 4. 4. Compétences « académiques » et jeu vidéo................................................ 79 3 4. 4. 1. Maîtriser des contenus : faits, concepts, procédures, principes ............... 80 Maîtriser des procédures ........................................................................ 84 Maîtriser des langages ........................................................................... 86 La représentation iconique .................................................................. 86 4. 4. 2. Maîtriser des structures et des systèmes : utiliser, généraliser, induire ..... 87 Le raisonnement inductif et l’abduction..................................................... 88 Les systèmes complexes et dynamiques : l’apprentissage par découverte et les jeux de simulation................................................................................. 90 4. 4. 3. Développer des attitudes, coopérer, décider ......................................... 95 Communiquer et coopérer ...................................................................... 97 Prendre des décisions ............................................................................ 98 4. 5. Compétences transversales et transfert .................................................... 100 4. 5. 1. Qu’est-ce qu’une compétence transversale ? ...................................... 100 4. 5. 2. Le Transfert ................................................................................... 101 4. 6. Quels types de jeux et quelles techniques d’apprentissage pour quelles compétences ? ............................................................................................. 103 4. 6. 2. Tableau récapitulatif : compétences, techniques d’apprentissage et types de jeux......................................................................................................... 106 5. Scénario : « The Little Prince Revisited » ..... 109 5. 1. l'ALAO (Apprentissage des Langues Assisté par Ordinateur) ......................... 109 5. 2. Objectifs du scénario.............................................................................. 110 5. 2. 1. Public visé et objectifs ..................................................................... 111 Pourquoi choisir l’histoire du Petit Prince ? ........................................... 112 Compétences visées ......................................................................... 112 5. 2. 2. Histoire (Storyboard) et principes sous-jacents .................................. 113 Limites de ce programme.................................................................. 114 5. 3. Schéma de l’histoire du livre ................................................................... 115 5. 4. Exemple de cheminement dans le scénario................................................ 116 5. 5. Extraits du scénario ............................................................................... 117 Conclusion ........................................ 118 Annexe1 - Historique des supports de jeux vidéo ... 121 Annexe 2 : Taxonomie des jeux vidéo ............... 132 Annexe 3 : Survol historique et conceptuel des modèles d’enseignement et de leurs répercussions en EAO ............................................... 133 L’enseignement programmé et ses répercussions..................................... 134 Drill and practice ou Practice and feedback .......................................... 134 Les didacticiels ................................................................................ 135 L’apprentissage par essais et erreurs (learning from mistakes) ............... 135 La pédagogie de maîtrise ..................................................................... 136 Les tutoriels : vers plus de guidage .................................................... 137 Le coaching..................................................................................... 137 L’apprentissage par l’action (Learning by doing) ...................................... 138 L’ Apprentissage en situation ................................................................ 138 Apprentissage par découverte (discovery learning et guided discovery ou focused exploration) ............................................................................ 139 Les simulations................................................................................ 139 Les micromondes............................................................................. 140 L’EIAO (enseignement intelligemment assisté par ordinateur) et les ITS (Intelligent tutoring systems)................................................................ 140
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