Caroline Jouneau-Sion

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In this article, we discuss the concept of gamification, based on a literature review and preliminary feedback from teachers using Classcraft, a role-playing game supported by a digital platform and a mobile application that were developed to answer high school teachers’ classroom management needs. Our results come from two experiments in France and Quebec(More)
With laptops, mobile phones, tablets and broadband wireless access becoming more widely available, Web 2.0 is now entering schools. This changes the way students work and communicate, altering their relationship with knowledge, and generating new objectives for media literacy in the digital society. Thus, schools face new challenges and this paper aims at(More)
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