Whatever the age, the presence of games in training cycles is not new. It can take the form of a “light” recreational activity or, as well, the form of a real learning activity which can then be evaluated by the learners. In the literature, since 2002, the serious game has been defined by multiple ways. Digital games that appeared in the 1970s have developed into a multi-billion-dollar industry. An artistic phenomenon that has its place in a museum, the digital game provides multiple facets in a learning context. This paper presents a return on experience applied to Bachelor students at the end of their graduation. The pedagogical device focus on the use of a 3D digital environment (Home-IO. This software allows to pilot and control in real-time different electrical functions installed in a virtual house. The result of this action is the outcome of a close collaboration between two industrial partners (Skkynet and Phoenix Contact) and the Orleans University.

Authors: Pascal Vrignat, Manuel Avila, Florent Duculty, Stéphane Begot, Christophe Bardet

Published in: London International Conference on Education (LICE-2022)

  • Date of Conference: 14-16 November 2022
  • DOI: 10.20533/LICE.2022.0027
  • ISBN: 978-1-913572-52-5
  • Conference Location: Virtual (London, UK)