@article{mokeddem2019learning,
  title = {Learning with the Games: a Competitive Environment based on Knowledge},
  author = {Allal MOKEDDEM and Michel PLAISENT and Bernard PROSPER},
  year = 2019,
  url = {https://ibimapublishing.com/articles/JELHE/2019/133016/},
  journal = {Journal of e-Learning and Higher Education},
  volume = 2019,
  pages = 6,
  doi = 10.5171/2019.133016,
  abstract = {Today, vocational training has become a major necessity for the development of contemporary societies. In this situation, computer-based learning environments based on serious games (SGS) offer the opportunity for learners to express and test the importance of their ideas in their daily lives. A competitive environment with a constructive dimension of knowledge brings learners together around a learning circuit controlled by a methodology that provides the tools, resources, challenges and scenarios appropriate to each learner. The purpose of this paper is to dissect the meaning of competitiveness in gaming-based learning environments. In order to build a holistic knowledge, two dimensions will be considered that promote the development of knowledge, the conceptual dimension of the game (scenarios) and the technical dimension that accentuates the competitive spirit in the game.},
  keywords = {Competitive Learning Environment, Serious Games (SGS), Technical and Conceptual aspect of the games.},
  note = Article ID: 133016
}
