• Knowledge in these areas are welcome • TEL • Serious games • Gamification • HCI • User centered design • CALL • Data processing (R and/or Python) • Interaction traces • Statistics • Programming: C#/Unity and/or Godot • Some notions in French can be useful for daily interactions with teachers and pupils
During the Fluence project, we created Luciole, a game targeting English oral comprehension for French 6 to 9 year old pupils. We showed that the game had an effect on English comprehension, but also on phonological awareness in French. In the context of the TRANS-3 project (e-FRAN 3 financing), the objective is to convert the Luciole prototype into a ready to use application that can be used in classrooms out of the scope of an experimentation. We established a partnership with two editors to make this possible. Hatier is a renowned textbook editor and Humans Matter provides applications for different domain such as Health. The project ends in September 2024. The hired person's mission will be to collaborate on this design, experimentation and behavior analysis task. During the contract, several publications are expected. First, we have been able to demonstrate the global effect of the application by comparing Luciole and control groups, we still need to refine our traces analysis in order to evaluate the link between the activity of the learner in the game and their acquisition. This analysis will also be used in the perspective of the completion of the game app, which bears as main scientific question the impact of the links created with the classroom, the motivation of the pupils and their acquisitions. The current version of Luciole presents various physical resources whose main function is to integrate the physical space in the game. More activities will be integrated in the next version of Luciole, that will further develop this link and make physical objects of the classroom actual game objects. We will also explore the hybridation of gamification elements to ground motivational elements into the physical environment. These explorations will take root in work carried out in our laboratory. All introduced elements will be pre-tested in year 1 of the project and tested in an ecological setting in year 2. One to two publications are expected on this part, separating the effects of the activities taking place in class and of the hybridation of gamification mechanics.
The postdoc will take place in the SICAL team of the LIRIS lab, as part of the Luciole team of the TRANS-3 project. The recruited person will be localized in the SICAL offices at the INSA de Lyon (Ada Lovelace building). They will collaborate with researchers from the SICAL team and members of the Université Grenoble Alpes, of Lyon 2 and Paris 8 universities. Collaborators from Hatier and Humans Matter will be involved in the project. Finally, it is expected that the postdoc works with teachers and pupils in the dedicated design workshops.Eligibility criteria
• Knowledge in these areas are welcome • TEL • Serious games • Gamification • HCI • User centered design • CALL • Data processing (R and/or Python) • Interaction traces • Statistics • Programming: C#/Unity and/or Godot • Some notions in French can be useful for daily interactions with teachers and pupilsAdditional comments
## Comments The contract will be signed as soon as possible, but we don't expect that it is possible before mid-November. The contract will end with the project on September 30th 2024.
## Bibliography Loiseau, Mathieu, Coralie Payre-Ficout, and Émilie Magnat. 2021. “Le QR Code Dans Le Jeu Sérieux “Luciole” : Lien Entre Le Monde Virtuel Et Le Monde Réel Pour Le Développement De La Compréhension Orale En Anglais À L'école.” In Acte De “Objets Pour Apprendre, Objets À Apprendre : Quelles Pratiques Enseignantes Pour Quels Enjeux?”. Amiens. Mandin, Sonia, Mathieu Loiseau, Gérard Bailly, Anne Blavot, Marie-Line Bosse, Yaël Briswalter, Nathalie Chalon, et al. 2020. “EVASION, ELARGIR Et LUCIOLE : 3 Jeux Tablettes Du Projet FLUENCE Pour Prévenir Les Difficultés D'apprentissage De La Lecture Et De L'anglais.” In PRUNE : Perspectives De Recherches Sur Les Usages Du Numérique Dans L'Éducation. Paris (virtuel), France. https: // hal.univ-grenoble-alpes.fr/hal-03187547. Mandin, Sonia, Ahmed Zaher, Svetlana Meyer, Mathieu Loiseau, Gérard Bailly, Coralie Payre-Ficout, Julien Diard, Fluence-Group, and Sylviane Valdois. 2021. “Expérimentation À Grande Échelle D'applications Pour Tablettes Pour Favoriser L'apprentissage De La Lecture Et De L'anglais.” In 10e Conférence EIAH — Transformations Dans Le Domaine Des EIAH : Innovations Technologiques Et D'usage(s). https: // hal.archives-ouvertes.fr/hal-03292798. Serna, Audrey, Anagael Pereira, and Elise Lavoué. 2021. “Un espace de conception pour explorer la continuité des affordances motivationnelles dans un contexte scolaire hybride.” 32e conférence francophone sur l'Interaction Humain-Machine (IHM'20.21), Virtual Event, France. pp.6:1-6, ⟨10.1145/3451148.3458641⟩.Web site for additional job details
https: // emploi.cnrs.fr/Offres/CDD/UMR5205-MATLOI-002/Default.aspxRequired Research Experiences
Mathematics › Algorithms
Computer science: PhD or equivalent
Mathematics: PhD or equivalent
FRENCH: BasicContact Information