Résumés
Résumé
La littérature récente portant sur la gamification présente les mini-jeux comme une solution de rechange peu coûteuse aux « serious games » exigeant un investissement technique et narratif important. Cet article étudie en quoi l’utilisation de mini-jeux de chimie présentant une gamification croissante affecte la performance, le sentiment de compétence et l’état de flow d’étudiants en première année de bachelier bioingénieur. Les résultats n’enregistrent aucun effet sur les deux premiers paramètres, mais mettent en évidence un effet positif de la gamification sur quatre caractéristiques du flow. Ces résultats contrastés servent d’amorce à une discussion sur les conditions d’efficacité des mini-jeux dans l’enseignement supérieur.
Mots-clés :
- Gamification,
- mini-jeu,
- chimie,
- bachelier,
- performance,
- sentiment de compétence,
- flow
Abstract
Mini-games have recently emerged in the literature on gamification as an affordable alternative to immersive serious games. The present study aims to evaluate the effects of the use of chemistry mini-games having a growing gamification on the performance, the self-confidence and the flow perceived by first year bioengineering students. Results indicate no effect on the first two parameters but show a positive effect on four dimensions of the flow. Given these mixed results, the conditions of an effective use of mini-games with undergraduate students are then discussed.
Keywords:
- Gamification,
- mini-game,
- chemistry,
- undergraduate,
- performance,
- self-confidence,
- flow
Parties annexes
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