Hellink is a video game designed to teach information literacy while remaining true to the independent game scene values of high gameplay and narrative quality. It was developed in 2016 in the Sorbonne University by a team of video games professionals from the traditional game industry.
Présentation du "Projet Hellink" : création d'un jeu vidéo en bibliothèqueMyriam Gorsse
"Projet Hellink" est le futur jeu vidéo de la Bibliothèque de la UPMC. Développé dans le cadre du Collège des Licences de Sorbonne Université, il vise à former l'esprit critique des étudiants et à leur apprendre à bien sélectionner leurs sources d'information
Hellink is a video game designed to teach information literacy while remaining true to the independent game scene values of high gameplay and narrative quality. It was developed in 2016 in the Sorbonne University by a team of video games professionals from the traditional game industry.
Présentation du "Projet Hellink" : création d'un jeu vidéo en bibliothèqueMyriam Gorsse
"Projet Hellink" est le futur jeu vidéo de la Bibliothèque de la UPMC. Développé dans le cadre du Collège des Licences de Sorbonne Université, il vise à former l'esprit critique des étudiants et à leur apprendre à bien sélectionner leurs sources d'information
Innovation play-based learning and Information skills in the Library of Univ...Myriam Gorsse
A Presentation of Innovative Training Division and Teaching of Information Skills in the Library of Universite Pierre et Marie Curie - Sorbonne Universites
Presentation Mission innovation Bpi à l'Enssib le 11/09/13Caroline Brousse
Présentation de la mission "Etude de faisabilité de la création d'une plateforme collaborative dédiée à l'innovation en lecture publique" réalisée en 2013
Espaces collaboratifs, labs : quels liens avec les bibliothèques?Coline Blanpain
Présentation diffusée lors de l'intervention à la rencontre Bibdoc "la bibliothèque augmentée : regards croisés sur la co-construction des savoirs" à Tours le 16 avril 2015 (#bibdoc37)
Retours d'expériences sur les expérimentations ludiques en bibliothèques univ...Guillemette Trognot
Le 20/03/2017 l'ABF Midi-Pyrénées organisait une journée d'études intitulée « Faites vos jeux ! Pratiques ludiques en bibliothèques », à laquelle nous étions convié Gilles Morinière de la BUPMC (collègue de Myriam Gorsse) et moi-même
Presentation delivered by Daniel Livingstone, Glasgow School of Art at the Still Game to Learn event organised by College Development Network, 9th December, 2016.
SITE 2010 - From Oregon Trail to Peacemaker: Providing a Framework for Effect...Michael Barbour
Charsky, D. & Barbour, M. K. (2010, March). From Oregon Trail to Peacemaker: Providing a framework for effective integration of video games into the social studies classroom. A paper presented at the annual conference of the Society for Information Technology and Teacher Education, San Diego, CA.
Narrative skill of game content developmentDurgesh Pandey
Topic covered:
Why Put Stories in Games?
degree of realism and emotional richness
intreactive stories
role of narrative in-game
eight-point arc
difference between a linear and non-linear story.
fold backstories and branching stories.
emergent narrative
focalization
granularity
Innovation play-based learning and Information skills in the Library of Univ...Myriam Gorsse
A Presentation of Innovative Training Division and Teaching of Information Skills in the Library of Universite Pierre et Marie Curie - Sorbonne Universites
Presentation Mission innovation Bpi à l'Enssib le 11/09/13Caroline Brousse
Présentation de la mission "Etude de faisabilité de la création d'une plateforme collaborative dédiée à l'innovation en lecture publique" réalisée en 2013
Espaces collaboratifs, labs : quels liens avec les bibliothèques?Coline Blanpain
Présentation diffusée lors de l'intervention à la rencontre Bibdoc "la bibliothèque augmentée : regards croisés sur la co-construction des savoirs" à Tours le 16 avril 2015 (#bibdoc37)
Retours d'expériences sur les expérimentations ludiques en bibliothèques univ...Guillemette Trognot
Le 20/03/2017 l'ABF Midi-Pyrénées organisait une journée d'études intitulée « Faites vos jeux ! Pratiques ludiques en bibliothèques », à laquelle nous étions convié Gilles Morinière de la BUPMC (collègue de Myriam Gorsse) et moi-même
Presentation delivered by Daniel Livingstone, Glasgow School of Art at the Still Game to Learn event organised by College Development Network, 9th December, 2016.
SITE 2010 - From Oregon Trail to Peacemaker: Providing a Framework for Effect...Michael Barbour
Charsky, D. & Barbour, M. K. (2010, March). From Oregon Trail to Peacemaker: Providing a framework for effective integration of video games into the social studies classroom. A paper presented at the annual conference of the Society for Information Technology and Teacher Education, San Diego, CA.
Narrative skill of game content developmentDurgesh Pandey
Topic covered:
Why Put Stories in Games?
degree of realism and emotional richness
intreactive stories
role of narrative in-game
eight-point arc
difference between a linear and non-linear story.
fold backstories and branching stories.
emergent narrative
focalization
granularity
In this talk we will introduce serious games as games which purpose is not only amusement and can be effectively used for educational or training purposes. This kind of games are also frequently named as educational games or even as game-like simulations. We will describe the general characteristics of serious games and how they are used in several domains (e.g. military, medicine), describing their main advantages (e.g. engagement, student motivation) and some of the shortcomings that prevent a wider generalization in educational settings (e.g. cost, deployment). We will also describe new emerging trends in the field of serious games such as gaming for solving scientific problems or how the application of learning analytics techniques can improve and simplify serious games application in different domains.
The reports begins with reviewing relevant literature, followed by stating the research objectives, benefits of game-based learning and the methodology for the creation of specific application.
This course focuses on applying game and simulation design strategies to increase context, motivation, engagement and learning outcomes. Character development, narrative, user interface, game play, game balancing, principles of level design and feedback in games and simulations will be applied as students design a game or simulation to achieve a learning goal. The differences and similarities between game and simulation concepts, genres and worlds will be examined as will game and simulation intricacies for specific groups and game production and management.
Interactive Fiction and Game Design Using Inform7Douglas Kiang
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Enssib Introduction à la Journée Playtime : jouons en bibliothèque!Myriam Gorsse
Journée organisée par les élèves conservateurs promu.e.s - Promotion DCB 31 Christine de Pizan.
7 ans après le rapport Legendre, Jeu et bibliothèque : pour une conjugaison fertile, qui explorait l’engouement des bibliothèques pour le jeu, comment cette offre s’est-elle développée, quels nouveaux projets ont été mis en œuvre au sein des établissements ?
De la constitution des collections à la ludification pédagogique en passant par l’organisation de festivals, les bibliothèques, qu’elles soient publiques ou universitaires, n’ont cessé de s’emparer de cette pratique culturelle à part entière, répondant ainsi aux usages et attentes des publics.
La journée d’étude permettra d’aborder ces problématiques à travers des partages d’expérience mais aussi de vivre des expériences ludo-pédagogiques sous forme d’ateliers.
Jouer : plaisir de lecteur ou enjeu de bibliothécaire
Myriam Gorsse (responsable du Département Formation et Innovation pédagogique, Bibliothèque de Sorbonne Université)
Présentation de l'Escape Game Pédagogique de la BUPMC , une expérience ludopédagogique destinée à sensibiliser les étudiants en sciences aux compétences informationnelles
Intervention lors de la Journée ABF Ile De france 12/01/2015 - Jouer en bibli...Myriam Gorsse
La bibliothèque 3e jeu, ou l'histoire d'une rencontre
entre publics et professionnels
Le jeu ouvre une quatrième dimension dans nos missions, nos espaces et nos services. Il déplace notre relation avec l'usager sur un autre terrain, physique ou numérique, et permet d'établir avec lui un dialogue différent. Le jeu permet aussi de lever, en interne, de fortes barrières
...
Retour d’expérience pratique
Poster de Présentation Référentiel de formation Sorbonne Universités et Libgu...Myriam Gorsse
Le poster de présentation du référentiel de formation du GT Learning Network de Sorbonne Universités résume les principaux axes de formation aux compétences informationnelles que peuvent transmettre les formateurs de nos établissements
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Artificial Intelligence (AI) technologies such as Generative AI, Image Generators and Large Language Models have had a dramatic impact on teaching, learning and assessment over the past 18 months. The most immediate threat AI posed was to Academic Integrity with Higher Education Institutes (HEIs) focusing their efforts on combating the use of GenAI in assessment. Guidelines were developed for staff and students, policies put in place too. Innovative educators have forged paths in the use of Generative AI for teaching, learning and assessments leading to pockets of transformation springing up across HEIs, often with little or no top-down guidance, support or direction.
This Gasta posits a strategic approach to integrating AI into HEIs to prepare staff, students and the curriculum for an evolving world and workplace. We will highlight the advantages of working with these technologies beyond the realm of teaching, learning and assessment by considering prompt engineering skills, industry impact, curriculum changes, and the need for staff upskilling. In contrast, not engaging strategically with Generative AI poses risks, including falling behind peers, missed opportunities and failing to ensure our graduates remain employable. The rapid evolution of AI technologies necessitates a proactive and strategic approach if we are to remain relevant.
Safalta Digital marketing institute in Noida, provide complete applications that encompass a huge range of virtual advertising and marketing additives, which includes search engine optimization, virtual communication advertising, pay-per-click on marketing, content material advertising, internet analytics, and greater. These university courses are designed for students who possess a comprehensive understanding of virtual marketing strategies and attributes.Safalta Digital Marketing Institute in Noida is a first choice for young individuals or students who are looking to start their careers in the field of digital advertising. The institute gives specialized courses designed and certification.
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Dive into the world of AI! Experts Jon Hill and Tareq Monaur will guide you through AI's role in enhancing nonprofit websites and basic marketing strategies, making it easy to understand and apply.
Embracing GenAI - A Strategic ImperativePeter Windle
Artificial Intelligence (AI) technologies such as Generative AI, Image Generators and Large Language Models have had a dramatic impact on teaching, learning and assessment over the past 18 months. The most immediate threat AI posed was to Academic Integrity with Higher Education Institutes (HEIs) focusing their efforts on combating the use of GenAI in assessment. Guidelines were developed for staff and students, policies put in place too. Innovative educators have forged paths in the use of Generative AI for teaching, learning and assessments leading to pockets of transformation springing up across HEIs, often with little or no top-down guidance, support or direction.
This Gasta posits a strategic approach to integrating AI into HEIs to prepare staff, students and the curriculum for an evolving world and workplace. We will highlight the advantages of working with these technologies beyond the realm of teaching, learning and assessment by considering prompt engineering skills, industry impact, curriculum changes, and the need for staff upskilling. In contrast, not engaging strategically with Generative AI poses risks, including falling behind peers, missed opportunities and failing to ensure our graduates remain employable. The rapid evolution of AI technologies necessitates a proactive and strategic approach if we are to remain relevant.
Welcome to TechSoup New Member Orientation and Q&A (May 2024).pdfTechSoup
In this webinar you will learn how your organization can access TechSoup's wide variety of product discount and donation programs. From hardware to software, we'll give you a tour of the tools available to help your nonprofit with productivity, collaboration, financial management, donor tracking, security, and more.
June 3, 2024 Anti-Semitism Letter Sent to MIT President Kornbluth and MIT Cor...Levi Shapiro
Letter from the Congress of the United States regarding Anti-Semitism sent June 3rd to MIT President Sally Kornbluth, MIT Corp Chair, Mark Gorenberg
Dear Dr. Kornbluth and Mr. Gorenberg,
The US House of Representatives is deeply concerned by ongoing and pervasive acts of antisemitic
harassment and intimidation at the Massachusetts Institute of Technology (MIT). Failing to act decisively to ensure a safe learning environment for all students would be a grave dereliction of your responsibilities as President of MIT and Chair of the MIT Corporation.
This Congress will not stand idly by and allow an environment hostile to Jewish students to persist. The House believes that your institution is in violation of Title VI of the Civil Rights Act, and the inability or
unwillingness to rectify this violation through action requires accountability.
Postsecondary education is a unique opportunity for students to learn and have their ideas and beliefs challenged. However, universities receiving hundreds of millions of federal funds annually have denied
students that opportunity and have been hijacked to become venues for the promotion of terrorism, antisemitic harassment and intimidation, unlawful encampments, and in some cases, assaults and riots.
The House of Representatives will not countenance the use of federal funds to indoctrinate students into hateful, antisemitic, anti-American supporters of terrorism. Investigations into campus antisemitism by the Committee on Education and the Workforce and the Committee on Ways and Means have been expanded into a Congress-wide probe across all relevant jurisdictions to address this national crisis. The undersigned Committees will conduct oversight into the use of federal funds at MIT and its learning environment under authorities granted to each Committee.
• The Committee on Education and the Workforce has been investigating your institution since December 7, 2023. The Committee has broad jurisdiction over postsecondary education, including its compliance with Title VI of the Civil Rights Act, campus safety concerns over disruptions to the learning environment, and the awarding of federal student aid under the Higher Education Act.
• The Committee on Oversight and Accountability is investigating the sources of funding and other support flowing to groups espousing pro-Hamas propaganda and engaged in antisemitic harassment and intimidation of students. The Committee on Oversight and Accountability is the principal oversight committee of the US House of Representatives and has broad authority to investigate “any matter” at “any time” under House Rule X.
• The Committee on Ways and Means has been investigating several universities since November 15, 2023, when the Committee held a hearing entitled From Ivory Towers to Dark Corners: Investigating the Nexus Between Antisemitism, Tax-Exempt Universities, and Terror Financing. The Committee followed the hearing with letters to those institutions on January 10, 202
2. Hellink: the project
• Hellink is an educative game developed by the Teaching
Department of the Pierre et Marie Curie University Library for Sorbonne
Universités. Its goal is to raise awareness of information literacy among
students: researching, criticising, exploiting and quoting reliable
sources, especially in the context of a scientific research work.
• The game’s structure is an alternation between narrative phases and
gameplay phases. For short courses, it is possible to directly access a
given level.
3. A « Serious game »?
• Hellink is an educative game which aims for coherence between
storytelling, gameplay and teaching.
• This game is… a game => It’s a real game, with an original scenario,
its own gameplay, and a global setting with the quality standards of
the indie game scene.
• The target audience is the bachelor students. It can be used beyond
the bachelor’s degree to review the basics of this domain.
4. Hellink – Use
There are two main modes for the game:
Seminar (15mn):
• Information literacy tutorials usually last for 2h.
• Depending on the seminar needs, the teacher can use one precise
level of the game themed around one notion to talk about it.
• Each level revolves around one precise notion.
At the library or at home (5-10h):
• The student plays alone on a computer.
• Linear story mode, with phases of narration and gameplay. Total play
time: 5-10 hours.
• The game will be freely available online for everyone.
5. Hellink – Educational goals
The educational goals are:
Define a research subject:
Define the required level of what one wants to publish, how to
structure one’s research, how to find pertinent keywords on a subject.
We focus on 2 main aspects:
1) Keyword research: Once the subject is defined, the student must look
for relevant keywords to use in their research.
2) Level of complexity: Selecting the right level of complexity for the
keywords and sources depending on the type of work (bachelor,
PhD…).
6. Hellink – Educational goals
Understand what is a scientifically valid document:
Know the difference between publication formats (book, scientific
journal, thesis, researcher blogs…).
Reliability:
Know the questions to ask in order to keep a critical eye on any
piece of information, and know which factors can harm its credibility.
Quote one’s sources:
Avoid plagiarism and respect quotation rules for one’s own
information sources to make one’s publication usable by others.
7. Hellink – Educational goals
• Goal : not giving a thorough technical training, but raising
awareness about those notions.
• The precise technical elements are for the teacher to explain.
• The game makes those notions appealing and makes the
player practice them in an entertaining way through its
gameplay.
8. Hellink – Training in the humanities
Beyond the use of this analytical eye in the sole scientific context, the
game aims for formation to the digital humanities and popular
education:
• Practicing one’s critical sense beyond the scientific context, but also
in the player’s everyday life and their relationship with society.
• Understanding the need for precise and complete information in our
complex period of time to go beyond appearances and understand
our society’s mechanics.
• Showing fictional situations in a sci-fi universe echoing our reality, to
invite players to question it.
9. Basic information
• Platform: PC (+ tablet/smartphone)
• Development: Unity
• Number of players: 1
• Genre: Reflexion
• Target : Bachelor students at
Sorbonne Universités
10. Essential points
• Goal : strong gameplay and narrative values, close to
an indie game.
• Gameplay-theme coherence:
• The gameplay offers a real challenge to the
player.
• The gameplay is not an excuse to talk about
educational notions through storytelling, but it
makes the player directly practice those notions.
• Adaptation to the audience:
• The game will be played during university
tutorials, hence by gamers and non-gamers alike.
• It avoids being punitive to avoid rejecting non-
gamers.
• It offers optional challenges to give gamers the
challenge they like.
11. Gameplay: Dialogue
• 3 gameplay phases:
• 1/3 : Dialogues for story development. Fixed screen, characters talking in
the foreground.
12. Gameplay: Keywords
• 2/3 : This gameplay phase focuses on defining the subject and
understanding research tools: the player must find several keywords linked
to a particular subject and assess their complexity level by browsing a
corpus of text as quickly as possible.
13. Gameplay: Source reliability
• 3/3 : Inspired by Papers, Please. Practicing the critical eye on an
information source. The opponent presents a false assertion and several
sources backing it up. The player must find the errors in the sources and
link them with the publication rules they break to point the inconsistencies.
14. General tone and artistic direction
• One main inspiration: Ace Attorney !
• Emphasis on elaborated narration served
by the gameplay.
• Omnipresent humour to lighten the mood
and make the game immediately
attractive.
• Strong and more serious emotion moments
at key plot points.
• Exaggerated and off the wall situations in a
manga/cartoon spirit.
15. The game’s world
• Atmosphere: Science-fiction.
• Place/Time: Paris, 2044. Université Pierre et Marie Curie.
• Protagonist: A female expert in cybercriminality and data security.
• Pitch: An investigation in the university about a large-scale
hacking, leading to a murder and the revelation of a worldwide
plot.
• Appealing representation of the universe of information:
– Exaggerated representation of virtual worlds (VR, hi-tech,
etc).
• References : Ghost in the Shell, Matrix, Transistor…
26. The team
• Myriam Gorsse : Head of Information Skills Training in the University
Pierre et Marie Curie, Executive producer on Hellink.
• A video game professional team:
• Thomas Planques : Creative director, producer, 10 years of
experience in the video game field.
• 2 game designers
• 1 assistant producer
• 1 environment artist, 1 character designer, 1 UI artist
• 1 developer
• 1 sound designer and composer
• 1 dialogue writer et 1 script doctor
27. Summary
• A game in a sci-fi universe with a humorous
tone, inspired by Ace Attorney, teaching
information research and critical analysis.
• An alliance between the best aspects of
entertainment (compelling fictional universe
and audience implication) and teaching
(focused learning applicable to a more global
apprehension of the world).
• Contacts :
• Myriam Gorsse – Executive producer
myriam.gorsse@upmc.fr
• Thomas Planques – Creative director
thomas.planques@gmail.com