Nous présentons dans cet article un cadre méthodologique pour la conduite de travaux de recherche qualiiés de recherches orientées par la conception (design-based research), qui, en continuité avec des approches de type recherche-action et ingénierie didactique, s'inscrit dans le courant méthodologique des recherches collaboratives en éducation. Nous discutons ce cadre au regard d'une revue de la littérature et nous proposons également un modèle de la recherche orientée par la conception pour formaliser les relations chercheur-praticien autour de l'idée que cette collaboration passe par le partage de praxéologies, c'est-à-dire par l'élaboration d'un discours commun sur la pratique. Presented in this article is a methodological framework for conducting research work recognised as design-based research. In line with approaches such as action research and didactic engineering, design-based research engages with the methodological trend of collaborative research in education. The framework will be discussed via a review of the relevant literature, with a model for design-based research also being proposed. The purpose of this model is to conceptualise researcher-practitioner relations through the notion that collaboration occurs through the sharing of praxeologies, in other words through developing a shared discourse on practice.
Les auteurs remercient les actrices et acteurs des projets dont les réunions ont été analysées pour cet article d'avoir accepté d'être enregistré.e.s et d'avoir échangé avec eux sur les analyses produites.
International audienceIn this paper we discuss the concept of ludicization by describing an empirical work devoted to the design of the Tactileo Map, a geomedia dedicated to the design of location-based games for educational purposes. The Tactileo Map is the result of collaborative efforts by researchers, game-designers, and practitioners involved in Tactileo, a national project funded by the French Government. This web application designed for digital tablets enables teachers to create location-based games for primary and secondary education. In this paper, we describe the collaborative methodology implemented within the project, the application Tactileo Map, as well as Geochrono Scouts, a game designed with the application Tactileo Map as proof of the concept tested in a lower secondary school in France. The purpose of this paper is to propose a framework for fieldwork ludicization, focused on the play ‒ the situation experienced by the learner, rather than on the game itself ‒ when it comes to introducing a game-based approach into an educational context
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