Appropriation & Authenticity - A didactical study on students' learning experience while playing a serious game in epidemiology.

This thesis is interested in the relation subject-object – the learning experience lived by university students in the case of the serious game Laboratorium of Epidemiology. ( LOE). It concerns essentially the modelling of learning phenomena in Didactics of Mathematics – Appropriation and Authenticity – and aims to be multidisciplinary by gathering Psychology of the Education, Didactics of the Mathematics and Technology Enhanced Learning. The thesis field experiment takes place within a discipline of Biostatistics in which the serious game LOE was implemented in an ecological and permanent manner. The search problem concerns the phenomena of appropriation and authenticity which are formalized and illustrated, supported by Brousseau's Theory of the Situations. Tracks of activity, verbal interactions and direct interviews were analysed during the three years of use of the game LOE. This work allowed the construction of concepts such as the "role appropriation" by students in the context of a serious game, the "appropriation of problems" by the students whether individually through interactions with the object (the game) or collaboratively seeking a solution to the problems, and finally "the perception of the authenticity" of the game. In this way, this thesis shows how appropriation and authenticity ensues from the interaction individuals-objects. The appropriation is an element of the learning experience from which individuals makes their own learning objects in an active process of transformational development in which individuals reconstruct the object they appropriate their own away. In the proposed model, the process becomes established by categories not necessarily consecutive: accept, make out a will, choose, anticipate and master. The perception of the authenticity of a serious game by an individual is favoured by attributes of the IT environment due to the impact such attributes produce within individuals. The authenticity of an IT environment is defined as a compromise amongst three elementary dimensions: realism, internal coherence and didactic relevance. A better understanding of these phenomena on the basis of the learning process will contribute to future studies on the quality of teaching and on the design of new tools, in particular those based on role-playing and immersion.

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Source https://theses.hal.science/tel-00949137
Author de Souza Barros Goncalves, Celso André
Maintainer CCSD
Last Updated May 6, 2026, 07:54 (UTC)
Created May 6, 2026, 07:54 (UTC)
Identifier NNT: 2013GRENS020
Language fr
Rights https://about.hal.science/hal-authorisation-v1/
contributor Laboratoire d'Informatique de Grenoble (LIG) ; Université Pierre Mendès France - Grenoble 2 (UPMF)-Université Joseph Fourier - Grenoble 1 (UJF)-Institut polytechnique de Grenoble - Grenoble Institute of Technology (Grenoble INP)-Institut National Polytechnique de Grenoble (INPG)-Centre National de la Recherche Scientifique (CNRS)
creator de Souza Barros Goncalves, Celso André
date 2013-09-24T00:00:00
harvest_object_id 829833ad-138a-40df-a98c-516063c99b29
harvest_source_id 3374d638-d20b-4672-ba96-a23232d55657
harvest_source_title test moissonnage SELUNE
metadata_modified 2026-03-31T00:00:00
set_spec type:THESE