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Gamification: Seriousness with an Eye on Playfulness

Exploring technology and innovation through interactive learning and gamification experiences.

Gamification involves integrating game mechanisms into serious contexts such as work, health, education and ecology. It aims to boost motivation, facilitate learning and reduce perceived effort. It also provides a sense of accomplishment and encourages social interaction.

But how can gamification be harnessed to positively influence human behaviour? This question is being addressed by ÉTS professor Alexandra Nemery, who is proposing several innovative projects to her students.

Gamification Enriching Education

How can learning biochemistry be made more intuitive? To answer this question, two teams of UQAM students will take part in a hackathon to design a digital application aimed at simplifying the understanding of molecular combinations. This project is being carried out in collaboration with Vladimir Reinharz and Roman Sarrazin Gendron from UQAM’s Computer Science Department.

Another project aims to develop an evaluation grid for playful elements in educational platforms. Intended for educational software creators, this grid will enable them to analyze and optimize existing game mechanisms, while serving as a guide for the design of new interactive and appealing learning tools.

Gamification will also be integrated into teamwork, a task often dreaded by students due to the workload and difficulty of coordination. To remedy this, playful project management tools will be developed to improve the distribution of responsibilities and encourage active participation, all in collaboration with Corinne Bonnet.

Tools to Raise Eco-Awareness

In partnership with Damien Pham Van Bang, Alexandra Nemery is working on a digital twin of the Saint-Laurent River, a 3D representation updated in real time with data on flow, water levels, the presence of toxic substances, etc. Designed for both experts and the general public, this application could evolve into an eco-awareness game for teenagers.

Overview of aquatic life-related parameters, including measurements and trends for water quality and conditions in the region.

In addition, an ambitious project aims to revive the Manic GT, a Quebec sports car from the 70s, in an electric version. This initiative stems from a collaboration between the ÉTS Electrical Engineering Department, professors from the Cégep de Saint-Jérôme and students from the UX Design Department. The students will be responsible for designing the interior, seats and dashboard in an eco-friendly manner. The vehicle will also feature fun tools designed to encourage more responsible and eco-friendly driving.

Playing for Better Health

A person engages in a virtual reality experience with motion capture technology, exploring movement and balance.

Patients who have suffered a stroke or spinal cord injury must undergo a rehabilitation program to relearn how to walk. To make this step more motivating, David Labbé (ÉTS) and Cyril Duclos (UdeM) are working on a project to develop an interactive tool incorporating a virtual reality headset, designed to encourage patient involvement in their rehabilitation.

Finally, Alexandra Nemery is also exploring the world of high-level sports with a training simulator for boxers. Using a virtual reality headset and artificial intelligence, athletes will be able to face virtual opponents reproducing the style of great champions. Dashboards and statistics will enrich the experience, adding a competitive and motivating dimension to training.

Conclusion

Gamification is transforming the way we learn, collaborate and even take care of our health. By integrating game mechanics into serious contexts, it fosters engagement, motivation and innovation. The work of Alexandra Nemery and her colleagues illustrates the immense potential of this approach, which is constantly evolving. As technologies evolve, gamification is emerging as a key tool for tomorrow’s educational, ecological and medical challenges.