{"id":5934,"date":"2022-09-03T13:17:46","date_gmt":"2022-09-03T12:17:46","guid":{"rendered":"https:\/\/dypall.com\/?p=5934"},"modified":"2022-09-03T13:17:46","modified_gmt":"2022-09-03T12:17:46","slug":"guidelines-for-using-digital-games-and-gamification-in-youth-work-game","status":"publish","type":"post","link":"https:\/\/dypall.com\/fr\/calls\/guidelines-for-using-digital-games-and-gamification-in-youth-work-game\/","title":{"rendered":"LIGNES DIRECTRICES POUR L\u2019UTILISATION DES JEUX NUM\u00c9RIQUES ET DE LA GAMIFICATION DANS LE TRAVAIL DES JEUNES \u2013 Jeu+"},"content":{"rendered":"<p><a href=\"https:\/\/dypall.com\/fr\/2022\/09\/22\/guidelines-for-using-digital-games-and-gamification-in-youth-work-game\/attachment\/1111\/#main\" rel=\"attachment wp-att-5935\"><img loading=\"lazy\" decoding=\"async\" class=\"alignnone size-full wp-image-5935\" src=\"https:\/\/dypall.com\/wp-content\/uploads\/2022\/09\/1111.png\" alt=\"\" width=\"1093\" height=\"525\" \/><\/a><\/p>\n<p>&nbsp;<\/p>\n<p><strong>R\u00e9seau DYPALL<\/strong>\u00a0 a le plaisir de partager la derni\u00e8re publication\u00a0<strong><em>Lignes directrices pour l'utilisation des jeux num\u00e9riques et de la gamification dans l'animation socio-\u00e9ducative.<\/em><\/strong><\/p>\n<p><span class=\"fontstyle0\">Cette publication vise \u00e0 fournir aux animateurs socio-\u00e9ducatifs des m\u00e9thodes et des outils pour utiliser des jeux num\u00e9riques ou des outils pour gamifier leurs m\u00e9thodes de travail. Il met en lumi\u00e8re les jeux \u00e9ducatifs existants et les pratiques de gamification de diff\u00e9rents pays, pr\u00e9sente des outils faciles \u00e0 utiliser pour gamifier les exp\u00e9riences d'apprentissage et met en \u00e9vidence les principaux d\u00e9fis et les avantages significatifs de l'utilisation de ces m\u00e9thodes dans l'animation socio-\u00e9ducative. <\/span><\/p>\n<p>Outre une description th\u00e9orique de l'\u00e9tat de l'art de l'apprentissage bas\u00e9 sur le jeu et des m\u00e9thodologies de gamification dans l'\u00e9ducation, ainsi qu'une r\u00e9flexion sur le r\u00f4le et la position des jeunes dans le monde num\u00e9rique, il offre un aper\u00e7u int\u00e9ressant de l'application de la gamification et des m\u00e9thodologies bas\u00e9es sur le jeu dans l'animation socio-\u00e9ducative au Portugal, en Pologne, en Mac\u00e9doine du Nord et en Italie. Les r\u00e9sultats de la recherche couvrent des sujets tels que:<\/p>\n<ul>\n<li>avantages et d\u00e9fis de l'apprentissage bas\u00e9 sur le jeu et gamified<\/li>\n<li>leurs plus grandes r\u00e9alisations et leur plus grande valeur ajout\u00e9e<\/li>\n<li>\u00e9tat d'avancement des processus d'apprentissage bas\u00e9s sur le jeu et gamifi\u00e9s dans diff\u00e9rents pays<\/li>\n<li>besoins sp\u00e9cifiques en mati\u00e8re d'infrastructures<\/li>\n<li>une cartographie des outils num\u00e9riques pour l\u2019animation socio-\u00e9ducative ludique et ludique<\/li>\n<\/ul>\n<p>La publication est disponible <strong><a href=\"https:\/\/u.pcloud.link\/publink\/show?code=XZpbQbVZAbSvVwh81RzSYmfLlgneJksV3HYV&amp;fbclid=IwAR2pxUt3cNJhXneBDroNQ2LMwMqaZ-GRDw93B4__i19KoHS_xo8uikjj0TQ\">ici<\/a><\/strong>.<\/p>\n<p><span class=\"fontstyle0\">La publication est un r\u00e9sultat et la 1\u00e8re sortie intellectuelle du projet <strong><em>JEU+ : Gamification et acc\u00e8s pour les Millennials dans Erasmus+<\/em><\/strong>, d\u00e9velopp\u00e9 par quatre organisations non gouvernementales: <strong>Bangherang APS (Italie)<\/strong>, <strong>Centre pour l'activisme des jeunes CYA KRIK (Mac\u00e9doine du Nord)<\/strong> et <strong>R\u00e9seau DYPALL (Portugal)<\/strong>, sous la coordination de <strong>Europe4Youth (Pologne)<\/strong> et est financ\u00e9e par l\u2019Agence nationale polonaise pour le programme Erasmus+ dans le cadre du programme Erasmus+: Partenariat strat\u00e9gique pour l'innovation dans le domaine de la jeunesse.<\/span><\/p>","protected":false},"excerpt":{"rendered":"<p>&nbsp; DYPALL Network a le plaisir de partager la derni\u00e8re publication Lignes directrices pour l'utilisation des jeux num\u00e9riques et de la gamification dans l'animation socio-\u00e9ducative. Cette publication vise \u00e0 fournir aux animateurs socio-\u00e9ducatifs des m\u00e9thodes et des outils pour utiliser des jeux num\u00e9riques ou des outils pour gamifier leurs m\u00e9thodes de travail. Il jette un peu de lumi\u00e8re sur les jeux \u00e9ducatifs existants et les pratiques de gamification de diff\u00e9rents... <a class=\"more-link\" href=\"https:\/\/dypall.com\/fr\/calls\/guidelines-for-using-digital-games-and-gamification-in-youth-work-game\/\">Poursuivre la lecture <span class=\"screen-reader-text\">LIGNES DIRECTRICES POUR L\u2019UTILISATION DES JEUX NUM\u00c9RIQUES ET DE LA GAMIFICATION DANS LE TRAVAIL DES JEUNES \u2013 Jeu+<\/span><\/a><\/p>","protected":false},"author":1,"featured_media":5936,"comment_status":"closed","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"_acf_changed":false,"_jetpack_memberships_contains_paid_content":false,"footnotes":""},"categories":[1],"tags":[],"class_list":["post-5934","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-calls","entry"],"acf":[],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v22.8 - https:\/\/yoast.com\/wordpress\/plugins\/seo\/ -->\n<title>GUIDELINES FOR USING DIGITAL GAMES AND GAMIFICATION IN YOUTH WORK - Game+ - DYPALL Network<\/title>\n<meta name=\"robots\" content=\"index, follow, max-snippet:-1, max-image-preview:large, max-video-preview:-1\" \/>\n<link rel=\"canonical\" href=\"https:\/\/dypall.com\/fr\/calls\/guidelines-for-using-digital-games-and-gamification-in-youth-work-game\/\" \/>\n<meta property=\"og:locale\" content=\"fr_FR\" \/>\n<meta property=\"og:type\" content=\"article\" \/>\n<meta property=\"og:title\" content=\"GUIDELINES FOR USING DIGITAL GAMES AND GAMIFICATION IN YOUTH WORK - Game+ - DYPALL Network\" \/>\n<meta property=\"og:description\" content=\"&nbsp; DYPALL Network\u00a0 has the pleasure to share the newest publication\u00a0Guidelines for using digital games and gamification in youth work. 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