CROSSOVER STUDY BETWEEN EDUCATION AND TECHNOLOGY ; WHEN RESEARCH IN EDUCATION AND EDUCATIONAL RESEARCH EXPERIENCES DEAL WITH EDUCATIONAL SOFTWARE AND SERIOUS GAMES

C. Tranchant, L. Joselin, C. Moreau

INSHEA-Grhapes-EA7287 (FRANCE)
This communication is about the project on a serious game publisher. We propose a reflection from the perspective of teachers, on the contributions and challenges of digital games in a classroom welcoming pupils with special educational needs.

We hypothesized that familiarity declared to the digital tool of teachers influences their interest in serious games in education. Twenty semi-directive interviews were conducted with teachers working in inclusive classrooms, specialized classes, in hospital with students from 4 to 11 years old pupils. Analysis of the interviews was realized with the Alceste software.

The first results draw two populations of teachers: the "amateurs" apprehend the tool by its playful aspect, its feature of containing "small satchel everything clean". The tool is envisaged as a process that helps in performing repetitive tasks learning; the "autonomous" project a universe more connected to the understanding and conceptualization, to the rules, and to the articulation digital tool / teacher. The discussion will link these two profiles with the unrest nature of student and their specific needs. Finally, we explore the tracks of the similarities and differences with mainstream education.