In a country like France, over 140 000 secondary school students drop out every year with no qualifications whatsoever. The annual cost of this academic failure is estimated at about 24 billion Euros. The main reason behind this dropout is the passage from primary school, where the children tend to be closely accompanied to secondary school where students are more or less left to their own devices. The main role of the secondary school teacher is to simply transmit knowledge, without resorting to a personalized educational approach. This teaching method, based on a grade system, often prevents children from progressing and tends to dishearten the weaker ones. Unfortunately this is the case in many European countries
The use of a serious game can be extremely beneficial at this level. Traditional teaching methods that are considered to be unattainable by many may be rendered appealing through the use of an interactive scenario with objectives. Furthermore replacing a chore by a more leisurely activity facilitates the memorization process as it is takes place in a pleasant environment with a touch of humour. The fact that the player becomes an actor in the learning process, his interest and curiosity are aroused. No question of punishment here through bad grades. The Serious Game implies experimentation on the players behalf followed by a debriefing. So even if the test itself is short and easily forgotten, the debriefing constitutes a more personal exchange, an instructive approach whereby the player can learn through his mistakes
Beaconing is a 6 million Euro EU funded project involving 15 partners from different countries & different backgrounds, who are totally familiar with the subject. The aim of this project is to develop an anyrtime anywhere learning software for secondary school students based on a series of games around a common scenario. These games can be geolocated, even in indoor spaces thanks to the use of beacons. If the player is at a given location he can play a given game. Of course this is configured and closely monitored by the teacher. Succubus Interactive and other partners have come up with a number of key points that must be respected with regards the narrative content to ensure the efficiency of a video game in this given context.
- The player’s engagement must be sustained in the long-term thanks to the main mission
- The game must not be solely focused on this main mission
- The narrative content of the game must allow for it to be broken down into various quests and missions
- The player is preferably represented as being part of a group rather than acting alone as this will favour social interaction in the narrative and learning process
- A virtual mentor must accompany the learner and the feedback be made available, in editable form, to the teachers
- The narrative must introduce notions of STEM (science, technology, engineering and mathematics) in the most natural way possible
- Learning under pressure is rarely effective. Learning should be seen by the player as an integral part of his own personal development and hence be a pleasure rather than a constraint.
- The narrative must be directly addressed to the learner as an actual player rather than differentiating between the player and the hero character
- The player must made be made responsible for his acts
Discover the projet HERE