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CREATIVINI: AN AUGMENTED REALITY CARD GAME TO PROMOTE THE LEARNING OF THE REASONING PROCESS OF A TECHNICAL MANAGEMENT ROUTE FOR MAKING WINE

Olivier Geffroy (), Audrenne Canal, Sandrine Jonckeau, Martin Plat, Michael Mourez (), Guillaume Lavalade and Didier Kleiber
Additional contact information
Olivier Geffroy: INP - PURPAN - Ecole d'Ingénieurs de Purpan - Toulouse INP - Institut National Polytechnique (Toulouse) - UT - Université de Toulouse
Michael Mourez: INP - PURPAN - Ecole d'Ingénieurs de Purpan - Toulouse INP - Institut National Polytechnique (Toulouse) - UT - Université de Toulouse
Guillaume Lavalade: INP - PURPAN - Ecole d'Ingénieurs de Purpan - Toulouse INP - Institut National Polytechnique (Toulouse) - UT - Université de Toulouse
Didier Kleiber: INP - PURPAN - Ecole d'Ingénieurs de Purpan - Toulouse INP - Institut National Polytechnique (Toulouse) - UT - Université de Toulouse

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Abstract: Context and purpose of the study -Nowadays, the entire viticultural and enological process is wisely thought out according to the style of wine to be produced and the local climatic conditions. Acquiring the approach of a technical management route specific for wine production remains a complex learning process for students. To enhance such learning, The Ecole d'Ingénieurs de PURPAN (PURPAN), an engineering school located in Toulouse southwest France, has recently developed Creativini, a collaborative card game in English made of 150 cards spread into 14 batches. Students in groups of 3 to 6 must design a technical production route, from plant material to bottling. The game is played in ascending order of batch number with the three first batches (wine style, climate and production system) and the last one (hazard) being drawn. Based on previous research, augmented reality (AR) contents were included in the game to promote the commitment, the motivation of students in this learning, and to favor the anchoring of knowledge by offering a strong experience. The objective of this work was to investigate the added value brought by AR.

Keywords: card game; augmented reality (AR); learning; students; process; viticulture; winemaking (search for similar items in EconPapers)
Date: 2023-07-17
Note: View the original document on HAL open archive server: https://ut3-toulouseinp.hal.science/hal-04996022v1
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Published in 22nd GiESCO International Meeting, Jul 2023, Ithaca (Cornell University), United States

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