
Enhance and complete your journey: Educational Orientation Escape Game in VR
Ludopedagogy
If we are to believe the questions asked by the learners and trainers we train, the loss of attention of learners currently seems to be the major difficulty in animation. Learners would have difficulty concentrating, constantly bombarded by notifications coming from all sides (emails, social networks, instant messaging, etc.) and mentally overloaded (stress at work, in personal life, excessive screen time, etc.). And then we must recognize that the problem is not only that learners doze off but also that they zap and move very quickly from one thing to another.
Moving on to educational play. Since with the smartphone, Homo sapiens has become Homo Ludens, let's take it at its own game and play in training!
It's a strategy: They want to play, so they'll play, but educational games. And the trainers have become experts in quizzes, escape games, and even educational Trivial Pursuit. And they're really "Klaxoone" and "Kahoote" in training!
Stay vigilant: Too much play kills learning. Learners no longer seek to understand or memorize; they seek above all to win: to beat the opposing team.
However, gaming can help boost certain sequences, especially at particularly challenging times (early afternoon restarts or the last sequence before the end of the day). But gamifying everything wouldn't make much sense. We therefore recommend gamification to promote concentration.
Goals
01
Promote access to employment or qualifications
02
Strengthen acquired knowledge and skills
03
Developing employability