Dissertationen zum Thema „Jeux et apprentissages“
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Sarrouy, Marion. „Apprentissages et pratiques de la cornemuse en Irlande du Nord : jeu musical, (en)jeux des appartenances et mémoire du conflit“. Thesis, Rennes 2, 2019. http://www.theses.fr/2019REN20051.
Der volle Inhalt der QuelleThis thesis endeavours to study pipe bands as a cultural practice in contemporary "post-conflict" Northern Irish society. By approaching music as an everyday practice and a repeated opportunity for exchange and interaction, this work seeks to evaluate how it contributes to the formation and renewal of collective norms and values. As Northern Ireland emerges from a conflict that continues to shape social relations and political life, this work also aims at approaching, through cultural practices, the dynamics of conflict transformation. Through this standpoint, this thesis whishes to consider the products of musical socialization in response to the legacy of conflict. Music as a practice is also thought of as allowing an action on the world and a reinvention of conflict
Roessle, Sophie. „Construction de dispositions didactiques chez le jeune enfant : des pratiques éducatives familiales – bébés nageurs et jeu a la maison – vers 'entrée dans les apprentissages scolaires a l'école maternelle“. Phd thesis, Université Rennes 2, 2009. http://tel.archives-ouvertes.fr/tel-00472545.
Der volle Inhalt der QuelleRoessle, Sophie. „Construction de dispositions didactiques chez le jeune enfant : des pratiques éducatives familiales – bébés nageurs et jeu a la maison – vers ’entrée dans les apprentissages scolaires a l’école maternelle“. Rennes 2, 2009. http://tel.archives-ouvertes.fr/tel-00472545/fr/.
Der volle Inhalt der QuelleIn our modern society, we have observed a major interest given to the early childhood accordingly with the increasing value of its significance on the futur adult life. Pre school activities have increased, one of its goals, less or more expressed, being to enhance the adaptation at the nursery school. Given these reports, we status that the practice of an awakening aquatic activity promote the abilities to learn, already implemented in the family daily life during games. Our researches deal with comparative didactic. It aims to identify which kind of didactic abilities each child of our three work cases develops among his family, and then to estimate, by comparison, their adaptability within school environnement. We use the JATD concepts (Joint Action Theory in Didactics) and focus our analysis on the topogenesis in order to describe everyone role during playfull games (games with no learning purposes) that turn into didactic games. Our conlusion is that if the three families say they make the most of their child automony, each of them shows a didactic way of doing things and a different approach to the definitory and strategic rules of the didactic game. This leads the child to develop unequal abilities for the accomplishment of didactic game and abilities to accept the devolution of the issue. The three children then enter primary school with a different adequacy background. The utmost displays a balance developpement between two kinds of abilities, with a valorization of the abilities to accept the devolution of the issue
VALLEE, THOMAS. „Jeux de stackelberg dynamiques : incoherence temporelle, triche et apprentissage“. Nantes, 1999. http://www.theses.fr/1999NANT4012.
Der volle Inhalt der QuelleThis thesis is concerned with diverse theoretical problems encountered within dynamic stackelberg games. It is organized in three parts. The first part is devoted to standard stackelberg game. In that part, the notion of time inconsistency is denned and its consequences are studied. We show with the help of numerical and economical examples that, contrary to an opinion widely spread in the literature, time inconsistent (discretionary) strategies are not always undesirable for the follower. The second part deals with reversed stackelberg game. These games offer the appropriate framework for the study of announcement effects and cheating phenomena. After having underlined the existence of a frequent confusion between time inconsistency and cheating, we show that credibility is possible only ex post, and that it is never easy to punish. Finally, we introduce the concept of an optimal cheating strategy and show that there are situations where both the leader and the follower can profit from the leader cheating. The last part of the thesis deals with genetic algorithms as a way to learn the stackelberg equilibrium. After showing their efficiency for on-line as well as for off-line learning, we study their possible use to simulate heterogeneous learning processes
Vaksmann, Jonathan. „Apprentissage, coordination et collusion dans les jeux répétés : théories et expériences“. Paris 1, 2008. http://www.theses.fr/2008PA010066.
Der volle Inhalt der QuelleMériaux, François. „Théorie des jeux et apprentissage pour les réseaux sans fil distribués“. Phd thesis, Université Paris Sud - Paris XI, 2013. http://tel.archives-ouvertes.fr/tel-00952069.
Der volle Inhalt der QuelleFayt, Valerie. „Contrôle et apprentissage d'une frappe de balle en mouvement“. Aix-Marseille 2, 1997. http://www.theses.fr/1997AIX22009.
Der volle Inhalt der QuelleKwon, Yonghae. „Audiovisuel et télévision (publicité et jeux télévisés) dans un apprentissage du français langue étrangère“. Toulouse 2, 1996. http://www.theses.fr/1996TOU20029.
Der volle Inhalt der QuelleIn this thesis we have tried to show the pedagogical value which audio-visual materials have in teaching french as a foreign language, considering tv recordings as a teaching base. Our study is based on a global methodological approach and on the setting up of potential teaching strategies in relation to a particular group of students. This thesis comprises 5 chapters. Firstly in chapter i, we present a certain theoretical aspects of audio-visual materials. In chapter ii, we analyze the programs selected, namely two commercials and one game show : a semiotic approach is adapted in the case of the commercials and a study of speech's acts in that of the game show. Then in chapter iii, we present experiments carried out on tv commercials with groups of different levels, and in chapter iv, experiments on game shows. For each experiment, we have tried to highlight the characteristics of the tv programs, and to analyze the difficulties encountered during the exploitation and pedagogical function of the programs in the learning process. Finely, in chapter v, we present our conclusions regarding the value of tv commercials and game shows in the classroom, in terms of the experiments reported on in the preceding chapters. We have also envisaged certain other possible lines of inquiry on the basis of the tv programs exploited
Synnaeve, Gabriel. „Programmation et apprentissage bayésien pour les jeux vidéo multi-joueurs, application à l'intelligence artificielle de jeux de stratégies temps-réel“. Phd thesis, Université de Grenoble, 2012. http://tel.archives-ouvertes.fr/tel-00780635.
Der volle Inhalt der QuelleMaillard, Odalric-Ambrym. „APPRENTISSAGE SÉQUENTIEL : Bandits, Statistique et Renforcement“. Phd thesis, Université des Sciences et Technologie de Lille - Lille I, 2011. http://tel.archives-ouvertes.fr/tel-00845410.
Der volle Inhalt der QuelleAllart, Thibault. „Apprentissage statistique sur données longitudinales de grande taille et applications au design des jeux vidéo“. Thesis, Paris, CNAM, 2017. http://www.theses.fr/2017CNAM1136/document.
Der volle Inhalt der QuelleThis thesis focuses on longitudinal time to event data possibly large along the following tree axes : number of individuals, observation frequency and number of covariates. We introduce a penalised estimator based on Cox complete likelihood with data driven weights. We introduce proximal optimization algorithms to efficiently fit models coefficients. We have implemented thoses methods in C++ and in the R package coxtv to allow everyone to analyse data sets bigger than RAM; using data streaming and online learning algorithms such that proximal stochastic gradient descent with adaptive learning rates. We illustrate performances on simulations and benchmark with existing models. Finally, we investigate the issue of video game design. We show that using our model on large datasets available in video game industry allows us to bring to light ways of improving the design of studied games. First we have a look at low level covariates, such as equipment choices through time and show that this model allows us to quantify the effect of each game elements, giving to designers ways to improve the game design. Finally, we show that the model can be used to extract more general design recommendations such as dificulty influence on player motivations
Bubeck, Sébastien. „JEUX DE BANDITS ET FONDATIONS DU CLUSTERING“. Phd thesis, Université des Sciences et Technologie de Lille - Lille I, 2010. http://tel.archives-ouvertes.fr/tel-00845565.
Der volle Inhalt der QuelleLe, Hy Ronan. „Programmation et apprentissage bayésien de comportements pour des personnages synthétiques : applications aux personnages de jeux vidéos“. Grenoble INPG, 2007. http://www.theses.fr/2007INPG0040.
Der volle Inhalt der QuelleWe treat the problem of behaviours for autonomous characters (bots) in virtual worlds, with the example of video games. Our two essential objectives are : to reduce time and difficulty of behaviour development ; to give to the player a new possibility : teaching bots how to play. We propose a method to build behaviours based on Bayesian programming (a formalism to describe probabilist models). It lays on two innovations: a generic technique for definition of elementary tasks, called enhanced fusion by coherence; and a technique for sequencing these elementary tasks, called inverse programming. Ln contrast with classical approaches, this method allows to efficiently learn behaviours by demonstration
Thiery, Christophe. „Itération sur les Politiques Optimiste et Apprentissage du Jeu de Tetris“. Phd thesis, Université Henri Poincaré - Nancy I, 2010. http://tel.archives-ouvertes.fr/tel-00550081.
Der volle Inhalt der QuelleThiéry, Christophe. „Itération sur les politiques optimiste et apprentissage du jeu de Tetris“. Thesis, Nancy 1, 2010. http://www.theses.fr/2010NAN10128/document.
Der volle Inhalt der QuelleThis thesis studies policy iteration methods with linear approximation of the value function for large state space problems in the reinforcement learning context. We first introduce a unified algorithm that generalizes the main stochastic optimal control methods. We show the convergence of this unified algorithm to the optimal value function in the tabular case, and a performance bound in the approximate case when the value function is estimated. We then extend the literature of second-order linear approximation algorithms by proposing a generalization of Least-Squares Policy Iteration (LSPI) (Lagoudakis and Parr, 2003). Our new algorithm, Least-Squares [lambda] Policy Iteration (LS[lambda]PI), adds to LSPI an idea of [lambda]-Policy Iteration (Bertsekas and Ioffe, 1996): the damped (or optimistic) evaluation of the value function, which allows to reduce the variance of the estimation to improve the sampling efficiency. Thus, LS[lambda]PI offers a bias-variance trade-off that may improve the estimation of the value function and the performance of the policy obtained. In a second part, we study in depth the game of Tetris, a benchmark application that several works from the literature attempt to solve. Tetris is a difficult problem because of its structure and its large state space. We provide the first full review of the literature that includes reinforcement learning works, evolutionary methods that directly explore the policy space and handwritten controllers. We observe that reinforcement learning is less successful on this problem than direct policy search approaches such as the cross-entropy method (Szita et Lorincz, 2006). We finally show how we built a controller that outperforms the previously known best controllers, and shortly discuss how it allowed us to win the Tetris event of the 2008 Reinforcement Learning Competition
Berry, Vincent. „Les cadres de l'expérience virtuelle : Jouer, vivre, apprendre dans un monde numérique : analyse des pratiques ludiques, sociales et communautaires des joueurs de jeux de rôles en ligne massivement multi-joueurs : Dark Age of Camelot et World of Warcraft“. Paris 13, 2009. http://scbd-sto.univ-paris13.fr/secure/ederasme_th_2009_berry.pdf.
Der volle Inhalt der QuelleThis study analyzes the practice of French-speaking gamers of Dark Age of Camelot and World of Warcraft. Who are the players? What kind of game do they play? What meanings do they bring to their practices? Based on quantitative (questionnaires) and qualitative data (interviews and observations), the first part describes the gamer population in terms of age, gender and social class. Being a man or a woman, a teenager or an adult, being employed, a student or unemployed, being a fan of fantasy or not, a multitude of variables structure the gamers’ practices. Secondly, the activity is analyzed with respect to game and leisure theories. Being spaces of confrontations and make believe, MMOs are also “carnavalesque” universes allowing a certain loosening of social control. The third part analyzes the place of the game within social, family, parental and romantic life. For some gamers, the MMO is practised with "friends" in a cybercafe, after school. For others, it is a solitary practice, at night, upon finishing a “difficult day at work”. In other instances, it is a practice played by a couple, weekends only. Against the postmodern thesis of cyberspace as a process of “derealisation” of the world, social networks are constructed in the game and also in "real life". These social networks are moment of "socialization by friction" and "social experiences" which have effects on the construction of knowledge and the way that the gamers think of the social world. This study therefore shows how, by proposing "careers", these "game worlds" are spaces of informal learning but also of transformation of video-play habitus and of new frame analysis
Richard, Véronique. „Les groupes de jeux intégrés : une stratégie d'intervention favorisant les interactions sociales et le jeu symbolique chez les enfants ayant un trouble envahissant du développement /“. Montréal : Université du Québec à Montréal, 2004. http://accesbib.uqam.ca/cgi-bin/bduqam/transit.pl?&noMan=24145365.
Der volle Inhalt der QuelleHabachi, Oussama. „Optimisation des Systèmes Partiellement Observables dans les Réseaux Sans-fil : Théorie des jeux, Auto-adaptation et Apprentissage“. Phd thesis, Université d'Avignon, 2012. http://tel.archives-ouvertes.fr/tel-00799903.
Der volle Inhalt der QuelleChollet, Antoine. „Apprentissage et mobilisation de compétences managériales des joueurs de jeux de rôle en ligne massivement multijoueurs (MMORPG)“. Thesis, Montpellier, 2015. http://www.theses.fr/2015MONTD049/document.
Der volle Inhalt der QuelleMedia relate instances where MMORPG players are being recruited to responsibility positions, thanks to their managerial skills, acquired through playing. Do MMORPG players really develop such skills though playing, and if so, under what conditions? To explore these research questions, we're basing our works on the Social Learning Theory as well as the Social Cognitive Theory, both resulting from of Albert Bandura's researches. Literature reviewing as well as an exploratory qualitative study (13 players and older MMORPG players) led us to propose a managerial skill learning structural model of the MMORPG player. Two analyses were realized.The first one, in an exploratory aim, allowing to refine measuring tools, saw 414 questionnaires being validated (on 707 collected). The second one, with a confirmatory aim, allowing to verify hypothesis, saw 2 628 questionnaires being validated (on 3 690 collected). Once we've drawn the MMORPG player's profile, we're showing that there are managerial skill learning phenomena perceived by the players that are developed then mastered in MMORPG, under specific conditions linked to the game's environment, as well as the internal state of the player. The proposed model is thus validated.Conclusions of this research offer possibilities for players as well as organizations in various domains, such as recruitment or training, by benefiting MMORPG's potential. Longitudinal studies would deserve to be done in order to explore the MMORPG's player learning evolution, and confirm our results
Gobillard, Bertrand. „Contributions théoriques ŕ [i. E. à] l'analyse de la formation des grandeurs économiques : jeu de marché, arbitrage, loi du prix unique et apprentissage social“. Paris 10, 2007. http://www.theses.fr/2007PA100074.
Der volle Inhalt der QuelleThis thesis contains a set of theoretical essays on the analysis of the formation of economic magnitudes, which share the common ides that to be understood it needs be formalized as a process. This analysis relies on game theory, and more precisely on strategic market games and social learning models. A part introduces the market mechanism à la Cournot which canonical formulation is sustained, and its interest and lessons are underlined. The violation of the law one price is qualified and cannot satisfy a robustness criterion we introduce; and it is shown there is no loss of generality working with the canonical framework. The reasons for the law of one price to fait in equilibrium and the conditions for convergence are stated. Then, we build a specific environment to point out that incorporation and revelation of information need be articulated, and in that case it is shown the specific nature of the phenomena that can be observed by building and analysing a social learning mode) which gives up the traditional assumption that agents do know the entire history of past actions
Valentin, Pierre, und Pierre Valentin. „Un modèle de personnalisation des aspects éducatif et ludique pour les jeux sérieux“. Master's thesis, Université Laval, 2019. http://hdl.handle.net/20.500.11794/34739.
Der volle Inhalt der QuelleL’utilisation des jeux en éducation, appelés jeux sérieux, se développe de plus en plus, mais pour être performants, ces jeux doivent être personnalisés en fonction de la progression des apprentissages tout en conservant leur aspect ludique. Un état de l’art sur le domaine de l’analyse de l’apprentissage a été effectué pour comprendre comment personnaliser de tels jeux. Cependant, les travaux actuels prennent peu en compte les deux aspects pédagogiques et ludiques. L’objectif de cette recherche a été de proposer un modèle de personnalisation du contenu pédagogique et ludique pour les joueurs-apprenants dans les jeux sérieux. Le modèle proposé organise le savoir du domaine à apprendre et indique les télémétries à enregistrer sur l’apprenant pour personnaliser son parcours en fonction de ses performances. Le modèle a été validé par la création d’un prototype qui a permis de vérifier sa fonctionnalité. Ainsi, avec ce modèle, le jeu peut proposer le contenu le plus pertinent pour l’apprenant, lui montrer sa progression et interagir avec lui selon la mécanique de jeux qui lui correspond le mieux. Bien que la personnalisation ludique soit limitée, le modèle est assez flexible pour s’adapter à toute forme de matériel pédagogique et tout domaine d’étude. Des tests impliquant des apprenants permettraient une validation plus avancée.
The use of games in education, called serious games is growing, but to be effective, these games must be personalized according to the progress of learning while keeping their playful aspect. A state-of-the-art on the field of learning analytics was conducted to understand how to customize such games. However, the current works do not cover educational and entertainment aspects. The objective of this research project was to propose a model for the personalization of educational and playful content for players-learners in serious games. The proposed model organizes the knowledge of the field to be learned and indicates the telemetry to be recorded on the learner in order to personalize his or her path according to his or her performance. The model was validated by creating a prototype that verified its functionality. Thus, with this model, the game can offer the most relevant content for the learner, show him his or her progress and interact according to the game mechanics that best match him or her. Although playful customization is limited, the model is flexible enough to adapt to any form of educational content and any field of study. Tests involving learners would allow a more advanced validation.
The use of games in education, called serious games is growing, but to be effective, these games must be personalized according to the progress of learning while keeping their playful aspect. A state-of-the-art on the field of learning analytics was conducted to understand how to customize such games. However, the current works do not cover educational and entertainment aspects. The objective of this research project was to propose a model for the personalization of educational and playful content for players-learners in serious games. The proposed model organizes the knowledge of the field to be learned and indicates the telemetry to be recorded on the learner in order to personalize his or her path according to his or her performance. The model was validated by creating a prototype that verified its functionality. Thus, with this model, the game can offer the most relevant content for the learner, show him his or her progress and interact according to the game mechanics that best match him or her. Although playful customization is limited, the model is flexible enough to adapt to any form of educational content and any field of study. Tests involving learners would allow a more advanced validation.
Pezous, Sébastien. „Navigation et narration dans les cédéroms ludo-éducatifs“. Paris 11, 2003. http://www.theses.fr/2003PA112015.
Der volle Inhalt der QuelleEducational games on CD-Roms are hypermedia : interactive and informative systems. Within a navigation, they gather playing and learning. Our thesis is a usability research : it analyses users tasks, characteristics and environment. This study on the use of educational games on CD-Roms aims at bringing conclusions on their conception and at improving their educational purpose. The particularity of educational games on CD-Roms is that their use can't be considered as a task to accomplish. In order to study their use, we first defined " navigation " and " narration ", two notions allowing to describe objectively CD-Roms and their use. The navigation is the whole group of interactions and narration is the whole group of significations. The user makes sense out of an educational game on CD-Rom by interpretation of narration's elements within a navigation structure. The user of educational game on CD-Roms is a player. To arouse the user's interest, the CD-Rom must offer interactions allowing to produce fun. For the youngest (under the age of six) the navigation journey will consist in repetition, and for the oldest it will consist in novelty research. Depending on, the user's experience, the navigation journey ranges from micro-exploration to task planification to reach the goal of the CD-Rom. The use of a CD-Rom between children or with an accompanying adult modifies the individual use. A group of children increases the fun and allows know-how exchange while an adult favours knowledge acquisition. An educational game on CD-Rom being and informative and interactive system, an adult mediation must stress on information transfer and user's action. However, this intervention must respect the child's fun. Tutorial according to Bruner and instrumental enrichment programs according to Feurstein allow to characterise this intervention; Besides, no adult intervention can be constructive stage. As an information mediation system, CD-Roms can try to include in their conception the feed back of adult mediation system, in order to improve their educational purpose
Pelay, Nicolas. „Jeu et apprentissages mathématiques : élaboration du concept de contrat didactique et ludique en contexte d'animation scientifique“. Phd thesis, Université Claude Bernard - Lyon I, 2011. http://tel.archives-ouvertes.fr/tel-00665076.
Der volle Inhalt der QuelleDenami, Maria Antonietta. „Un Serious Game pour le développement des compétences professionnelles des opérateurs en zone aseptique : définition d'un modèle holistique de conception et études d'usage“. Thesis, Strasbourg, 2016. http://www.theses.fr/2016STRAG025/document.
Der volle Inhalt der QuelleSerious games (SGs) are a very widespread training and evaluation device, employed in different sectors of school and adult education. In this study we aim to design and develop a SG for training and evaluating personals working in aseptic environment. We will present in this research the theoretical basis needed for that design process. We will define a holistic and united model (PEGADE), which describes the collaborative and optimal process to conceive SGs and which is constructed around a new professional figure, the Pedagogical Game Designer (PGD). A study of the effectiveness will be performed in order to understand how competences can be developed through the SG and which are the differences between this device if compared with traditional training used for similar purposes. We will propose as well an evolution of the instrumental conflict theory, which is one of the foundations of this thesis. That one will constitute the basic for a new method of usability test applied to every learning tool using ICTs
Perchet, Vianney. „Approchabilité, Calibration et Regret dans les Jeux à Observations Partielles“. Phd thesis, Université Pierre et Marie Curie - Paris VI, 2010. http://tel.archives-ouvertes.fr/tel-00567079.
Der volle Inhalt der QuelleLeyinda, Pascal Alain. „La motricité ludique d'une société africaine : analyse structurale des jeux traditionnels des peuples Ndzébi du Congo Brazzaville“. Paris 5, 2005. http://www.theses.fr/2005PA05H019.
Der volle Inhalt der QuelleThe detailed structural analysis of a corpus of traditional games played by Congo Brazzaville "Ndzebi" children allowed, by observations, by the study of game structure modelling and by semi directive interviews, to show characteristic traits, and social and cultural signification of the "Ndzebi" society. Their proximity with their natural and cultural environment from which they take out material to make game objects (object relationship) ; the existence of two parallel institutions "the men home" which is strictly forbidden to women and reserved for usual initiation and boys socialization by games. "The family kitchen" reserved for girl education, for mother and women life of the village is the community life basis. Men and women place, social compromise, in spite of the social relation dissymetric structure ; the birthright, the non subjection odf standards in these practices and their evolution in ritual characterize by motor action, identity and vestiges of game activities. Comparatively with institutionalized games, this other dissymetrical model reflects a difference with western societies which are based on equal opportunities - the symmetrical democartic model. Moreover, one notices a perceptible evolution towards this civilizational model, which tends towards custom cultural mixing. This close relation between game characteristics and local culture straits works towards the interpretation of reality in the "Ndzeba" child accomplishment by games
Rodier, Lise. „Existence et calcul distribué d'équilibres dans des jeux de congestion généralisés“. Thesis, Université Paris-Saclay (ComUE), 2016. http://www.theses.fr/2016SACLV049/document.
Der volle Inhalt der QuelleThis thesis focuses on potential games and a generalized load balancing game in a graph we called placement game.In this game, the cost of a player is affected by its neighbors.We can illustrate this with an example: the placement of players on a train, where the presence of direct neighbors affects their well-being.The results of this thesis are divided into two parts.First, we study these games considering the existence and structural properties of equilibria.We ask ourselves the fundamental question of whether there are Nash equilibria in the placement game.If this is the case we aim to determine if they are easily calculable, if there is no such equilibria we prove the NP-completeness of the problem.Secondly we focus on the concept of distributed algorithms to compute Nash equilibria in placement games.In particular we consider a game based on the Max-Cut problem, which has been more frequently studied.This allowed us to expand our work to a mobile network application for managing interference in wireless networks.We were able, for those different games, to implement distributed algorithms to compute equilibria and study their convergence.Meanwhile, we have expanded the Max-Cut works with a selection of QoS offers problem from various network providers.We compare the performance of distributed algorithms and regret minimization
Rilhac, Patrice. „Etude didactique comparative de pratiques d'élèves au collège en Mathématiques et en Education Physique et Sportive : vers la notion de jeux alternatifs“. Rennes 2, 2008. http://www.theses.fr/2008REN20035.
Der volle Inhalt der QuelleOur thesis seeks to analyse and understand students’ practices during ordinary maths and PE lessons. To do so, we focus on the comparative analysis of the didactic practices of some students evolving in didactic situations dense with specific knowledge: the “introduction to demonstration” and the “introduction to climbing”. The analyses of the didactic practices presented in our thesis rely on the transcription of five geometry and five climbing lessons recorded in a chronological order. To carry out our comparative analyses of the teachers and students, we use theoretical tools borrowed from the joint action theory in didactics elaborated within the comparative approach in didactics. In our empirical work, we carry out firstlevelled comparative intradisciplinary analyses of the didactic practices. Those practices are examined with respect to “didactic incidents” highlighted during the analysis of the first three geometry and PE lessons. To do so, we analyse those practices in terms of the “logic of knowledge” and in terms of the “transactional logic”. At a second level, we study the transactors in relation with the notion of learning games. At a third level, we try to clarify the mechanisms involved in the implementation of the identified learning games. As a synthesis, we produce elements of information potentially useful for the teaching and learning process
Orero, Joseph Onderi. „Modélisation de systèmes émotionnels à partir de signaux physiologiques et application dans la conception de jeux vidéo“. Paris 6, 2011. http://www.theses.fr/2011PA066173.
Der volle Inhalt der QuelleChang, Ching-Wei. „Langage, pensée et action : approche sémio-constructiviste des apprentissages du jeu en basket-ball chez l'élève de CM2 (5ème grade)“. Besançon, 2009. http://www.theses.fr/2009BESA2043.
Der volle Inhalt der QuelleThis study’s aim was to explore how Taiwanese fifth grade students learn basketball game play within a semio-constructivist approach. Three main aspects focused on (1) students game play performances, (2) discursive practices developed through debate of idea set-up (DIS), and (3) a video-based test on game play interpretation. Two classes were divided into Experimental Group (class one, girls, n=17; boys, n=15) taught with a constructivist approach and a Control Group (class two, girls, n=16; boys, n=16) provided with a technique centered approach. Game play observation and verbal exchanges were recorded during a complete basketball learning cycle (duration: 12 hours effective practice). Game play performances was analyzed by systematic observation while DIS and video-based test translated transcripts were conducted through discourse analysis. Independent and dependent t-tests were used. Three main issues were as following: 1) this approach involves a complex system of different student resources: techniques, interpretation, decision-making, semiotics and social interactions; 2) the force ratio evolution during game play is beneficial to the team organization and tactical decision making; 3) the relationship between speech and action favors, under conditions, the basketball learning. The problem-solving activity extracted from the experience determines the student reflective posture and finally allows his/her creativity emergence. These results question the PE teacher training
Simon, Franck. „Découverte causale sur des jeux de données classiques et temporels. Application à des modèles biologiques“. Electronic Thesis or Diss., Sorbonne université, 2023. http://www.theses.fr/2023SORUS528.
Der volle Inhalt der QuelleThis thesis focuses on the field of causal discovery : the construction of causal graphs from observational data, and in particular, temporal causal discovery and the reconstruction of large gene regulatory networks. After a brief history, this thesis introduces the main concepts, hypotheses and theorems underlying causal graphs as well as the two main approaches: score-based and constraint-based methods. The MIIC (Multivariate Information-based Inductive Causation) method, developed in our laboratory, is then described with its latest improvements: Interpretable MIIC. The issues and solutions implemented to construct a temporal version (tMIIC) are presented as well as benchmarks reflecting the advantages of tMIIC compared to other state-of-the-art methods. The application to sequences of images taken with a microscope of a tumor environment reconstituted on microchips illustrates the capabilities of tMIIC to recover, solely from data, known and new relationships. Finally, this thesis introduces the use of a consequence a priori to apply causal discovery to the reconstruction of gene regulatory networks. By assuming that all genes, except transcription factors, are only consequence genes, it becomes possible to reconstruct graphs with thousands of genes. The ability to identify key transcription factors de novo is illustrated by an application to single cell RNA sequencing data with the discovery of two transcription factors likely to be involved in the biological process of interest
Gal, Viviane. „Vers une nouvelle Interaction Homme Environnement dans les jeux vidéo et pervasifs : rétroaction biologique et états émotionnels : apprentissage profond non supervisé au service de l'affectique“. Electronic Thesis or Diss., Paris, CNAM, 2019. http://www.theses.fr/2019CNAM1269.
Der volle Inhalt der QuelleLiving exceptional moments, experiencing thrills, well-being, blooming, are often part of our dreams or aspirations. We choose various ways to get there like games. Whether the player is looking for originality, challenges, discovery, a story, or other goals, emotional states are the purpose of his quest. He remains until the game gives him pleasure, sensations. How bring them there? We are developing a new human environment interaction that takes into account and adapts to emotions. We address video or pervasive games or other applications. Through this goal, players should not be bothered by interfaces, or biosensors invasivness. This work raises two questions:- Can we discover emotional states based on physiological measurements from contact biosensors?- If so, can these sensors be replaced by remote, non-invasive devices and produce the same results?The models we have developed propose solutions based on unsupervised machine learning methods. We also present remote measurements technics and explain our future works in a new field we call affectics
Delomier, Florent. „Jeux pédagogiques collaboratifs situés : conception et mise en oeuvre dirigées par les modèles“. Phd thesis, Ecole Centrale de Lyon, 2013. http://tel.archives-ouvertes.fr/tel-00995808.
Der volle Inhalt der QuelleWacheux, Frédéric. „Processus organisationnels et jeux d'acteurs à l'oeuvre dans les alliances entre firmes : étude exploratoire dans le bâtiment et les travaux publics“. Paris 9, 1993. https://portail.bu.dauphine.fr/fileviewer/index.php?doc=1993PA090060.
Der volle Inhalt der QuelleThe alliance is a paradoxical form of inter-organizational relationships (ior) in which competitors combine their action on a part or the totality of their activities. Is is multifaceted because organizational processes and interaction of the individuals behaviour are at work in the partnerships and among the individuals within the group. This exploratory research in the building industry and civil engineering describes and explains the behaviour of the organization, of the individuals within the group and the participants in the alliance. What has been observed leads to describing the individuals within the group as independent from the firm. Besides organizational learing is seen as weak and individual learning as strong. In the system, hostile and friendly relationships between the participants are essential. The alliance gives birth to a structural context in which individual strategies are put into practice and constitute the real structure. The firm has to accept to turn around in the strategy in order to be able to make the alliance efficient, but that implies calling the organization into question
Muratet, Mathieu. „Conception, réalisation et évaluation d'un jeu sérieux de stratégie temps réel pour l'apprentissage des fondamentaux de la programmation“. Phd thesis, Université Paul Sabatier - Toulouse III, 2010. http://tel.archives-ouvertes.fr/tel-00554287.
Der volle Inhalt der QuelleSchmoll, Laurence. „Concevoir un scénario de jeu vidéo sérieux pour l'enseignement-apprentissage des langues ou comment dominer un oxymore“. Thesis, Strasbourg, 2016. http://www.theses.fr/2016STRAC014.
Der volle Inhalt der QuelleThis research examines the use of video games in foreign language classrooms. It investigates the integration of this digital medium, originating as an informal leisure activity, in a formal language learning classroom setting. The ‘learning video game’, which refers to both the act of learning and the act of play, can be seen as an oxymoron encompassing seriousness as well as fun. This work focuses on the fun aspect. This work is motivated by the following research question: how can the use of a learning video game foster a playful attitude, hypothetically conducive to a greater involvement of the learner, while also potentially leading to increaseand complexification in student foreign language production and interaction? As a part of the Eveil 3D-project, this study analyses reception from a sample of learners to two learning games which have the same scenario but were completed according to two different game design models. The findings provide both a game design model and a scenario template in order to support foreign language learning through the use of the video game
Matignon, Laëtitia. „Synthèse d'agents adaptatifs et coopératifs par apprentissage par renforcement.Application à la commande d'un système distribué de micromanipulation“. Phd thesis, Université de Franche-Comté, 2008. http://tel.archives-ouvertes.fr/tel-00362529.
Der volle Inhalt der QuelleFabbri, André. „Dynamique d'apprentissage pour Monte Carlo Tree Search : applications aux jeux de Go et du Clobber solitaire impartial“. Thesis, Lyon 1, 2015. http://www.theses.fr/2015LYO10183/document.
Der volle Inhalt der QuelleMonte Carlo Tree Search (MCTS) has been initially introduced for the game of Go but has now been applied successfully to other games and opens the way to a range of new methods such as Multiple-MCTS or Nested Monte Carlo. MCTS evaluates game states through thousands of random simulations. As the simulations are carried out, the program guides the search towards the most promising moves. MCTS achieves impressive results by this dynamic, without an extensive need for prior knowledge. In this thesis, we choose to tackle MCTS as a full learning system. As a consequence, each random simulation turns into a simulated experience and its outcome corresponds to the resulting reinforcement observed. Following this perspective, the learning of the system results from the complex interaction of two processes : the incremental acquisition of new representations and their exploitation in the consecutive simulations. From this point of view, we propose two different approaches to enhance both processes. The first approach gathers complementary representations in order to enhance the relevance of the simulations. The second approach focuses the search on local sub-goals in order to improve the quality of the representations acquired. The methods presented in this work have been applied to the games of Go and Impartial Solitaire Clobber. The results obtained in our experiments highlight the significance of these processes in the learning dynamic and draw up new perspectives to enhance further learning systems such as MCTS
Tencé, Fabien. „Modèle probabiliste de comportement et algorithme d'apprentissage par imitation pour les personnages crédibles dans les jeux vidéo“. Phd thesis, Université de Bretagne occidentale - Brest, 2011. http://tel.archives-ouvertes.fr/tel-00667072.
Der volle Inhalt der QuelleSmith, Isabelle. „Les comportements de jeu et l'illusion de contrôle chez des universitaires avec et sans maîtrise des statistiques et des probabilités“. Doctoral thesis, Université Laval, 2019. http://hdl.handle.net/20.500.11794/35235.
Der volle Inhalt der QuelleAfter 30 years of research, it has been shown empirically that cognitive distortions act as fundamental factors underlying gambling and gambling problems. They are explained mainly by a misunderstanding of the notions of chance, statistics and probabilities (SP) and by an illusion of control over the outcome of the game. That is why prevention and treatment programs of gambling problems have been developed around the teaching of these mathematical concepts and correction of cognitive distortions. Despite a common use of these intervention techniques with problem gamblers, studies of gambling attitudes and behaviors have not all concluded that having or acquiring SP knowledge decreases gambling habits. The first study of this thesis thus sought to compare the gambling behavior of 45 university students and graduates demonstrating a reasonable mastery of SP to those of 29 people who do not demonstrate knowledge in this field of mathematics. The results show that the participation rate of the individuals surveyed is high, but that they gamble at a minimum frequency and that they invest little money, whether or not they have SP knowledge. In addition, they experience few gambling problems. The moderate contribution of SP knowledge on gambling behaviors of an already highly educated and low-gambling university population is discussed, as is the repetition of this absence of effect in the literature. These results have led to further our understanding of how individuals with high levels of education are also engaged in gambling activities, although we can expect a better understanding of the issues related to gambling and, as a result, to a greater precaution. That these people are tempted by gambling is surprising and brings its lot of questions. Their level of education is superior, but their gambling behaviors do not demonstrate it, which gives the impression that some of their characteristics could lead them to overestimate their ability to control the outcome of the games, rather than other types of erroneous beliefs. However, this hypothesis is neglected in the literature. From the data originally collected, the second study examines the relationship between the illusion of control over gambling and different cognitive and personality variables among 142 university students and graduates. First, it aims to draw a portrait of their beliefs related to gambling (illusion of control, gambler’s fallacy and superstitions) and other elements that can lead to an illusion of control, which are, the degree of optimism, the internality of their locus of control, whether or not they have particular SP knowledge, and their degree of confidence in their understanding of gambling. Finally, in a multiple regression model, this study tests potential predictors of the illusion of control related to gambling within this sample. The results agree on an association between higher SP knowledge, fewer misconceptions related to superstition, and a higher degree of optimism. A strong negative association also exists between illusion of control related to gambling and the degree of confidence about those gambling beliefs. Among these participants, the illusion of control over gambling can be predicted by a weaker SP knowledge, lower confidence in beliefs and being male. The function of doubt about gambling beliefs in educated individuals is examined in terms of potential metacognitive protective factor. The thesis concludes with a discussion about the implication of these results for the understanding of gambling in a context of cognitive switching in order to adapt prevention strategies. Finally, the strengths and limitations of the thesis are listed, and we make recommendations for variables and samples to be studied in the future.
Guillou, Julien Léziart Yvon. „Etude de l'activité de l'élève en éducation physique et sportive, une analyse sémio-logique le cas des matchs en badminton /“. Rennes : Université Rennes 2, 2007. http://tel.archives-ouvertes.fr/tel-00268413/fr.
Der volle Inhalt der QuellePompidor, Pierre. „Apprentissage symbolique par exemples et contre-exemples géométrisables en prise de décisions : le système FONGUS : application au jeu de Go“. Montpellier 2, 1992. http://www.theses.fr/1992MON20165.
Der volle Inhalt der QuelleDelmas, Alexandra-Alice. „Conception et validation d’un jeu d’auto-apprentissage de connaissances sur l’asthme pour le jeune enfant : rôle de la motivation intrinsèque“. Thesis, Bordeaux, 2018. http://www.theses.fr/2018BORD0137/document.
Der volle Inhalt der QuelleIn recent years, digital health is an expanding domain in both prevention, care as well as health education. Asthma is the first chronic disease in children and has severe medical outcomes (hospitalization, death). One of the key issues is the personalization of therapeutic education to improve disease self-management skills and as far outcome to improve the disease evolution. In this context, the general purpose of the thesis aimed to develop and to assess a serious game for health education of children with asthma in collaboration with the ItWell Company. To this end, experimental studies have been divided into three parts. - “Conception” part: in a first study (study 1), the user-centered methods of Participatory Design have been formalized to develop a design framework for therapeutic education-related serious games targeting children with chronic disease. From this, KidBreath has been designed to propose an edutainment therapeutic educational program for children suffering from asthma. The device has been successfully assessed amongst control children (without asthma) in terms of its pedagogical efficacy (asthma knowledge) and pedagogical efficiency (type of motivation elicited, user experience, and learning path in different contents). - “Validation” part: in a second study (study 2a), KidBreath has been used by children with asthma over a two-month period in a real-life setting. The main results supported pedagogical efficacy and efficiency of KidBreath for target audience at short-term (1 month) and their maintaining at middle-term (2 month). However, the increase of asthma knowledge after using KidBreath failed to modify children perceptions about disease self-management. - “Optimization” part: in a third study (study 2b), the implementation of a system that automates the personalization of learning path was assessed in similar condition than the previous one. The KidBreath pedagogical efficiency was also demonstrated without a significant increase of asthma knowledge. Despite this, the learning level achieved with the personalization algorithm was similar than that obtained without the algorithm. Moreover, the number of contents and the time spent in the personalized condition were diminished compared to the non-personalized condition. The whole of works allowed to extract a general framework of user-centered design for therapeutic serious games which details both instructional content and media formats, as well as judgment criteria for the assessment. Empirical studies (study 1 & 2) revealed the strength of relationships between pedagogical efficacy (disease knowledge) and pedagogical efficiency (intrinsic motivation elicited, user experience, child’s learning path) without short-term impact on the children illness perception. Overall results were discussed in light of different factors, which can bias the transfer from disease knowledge to meta-knowledge (intervention period, age of children, asthma severity etc.). Finally, research perspectives are proposed according to opportunities provided by the Intelligent Tutorial System (ITS) for personalization of learning paths. In particular, a new project named Kidlearn is presented. It is methodologically inspired from the KidBreath project and aimed the algorithm assessment for learning mathematics at primary school level
Paberz, Chloé. „La cité des héros : ethnographie d’une petite entreprise de jeux vidéo en Corée du Sud“. Thesis, Paris 10, 2016. http://www.theses.fr/2016PA100105.
Der volle Inhalt der QuelleSouth Korea’s image has changed radically in the past few years. It is considered today as a highly modern country, especially because of its technical and economic achievements. Its state-of-the-art information technology has been praised and even labelled “national destiny” (Oh and Larson 2013). This thesis examines the construction of Korean technical modernity, based on nine-months fieldwork conducted in one of the companies committed to the national project of computerisation.In 2006, two friends created a small business in order to bring “a revolution in the field of education”. This revolution would be accomplished by a videogame, that would later be played in more than a hundred schools around Seoul. The game is supposed to make it easier for pupils to learn the Chinese characters, which are known to be one of the most tiresome subjects of the mandatory syllabus. The ethnography reveals the many doubts of the actors regarding these official positions. It also shows the deep ambivalence of videogames, which are perceived as salutary and dangerous at the same time. Game professionals are very close to these machines, yet they criticize the purposes they serve: they strongly disagree with their company’s project as well as with national projects. They claim a counterculture of their own and show it in small details of their daily life. Through their activities in the workplace, game designers engage in multiple learning processes in order to prepare for a dream: to participate in the creation of a real work of art. Through their stories, they present themselves as victims become heroes. Through the relationships they build at work, they outline a utopian city free of all determinism
Taher, Anas. „L'étude du manuel syrien de la grammaire et du vocabulaire au collège : analyse didactique“. Thesis, Toulouse 2, 2013. http://www.theses.fr/2013TOU20147.
Der volle Inhalt der QuelleThis thesis concerns the implementation of the theory of the joint action in learning activities, designed as "learning games" activities in relation more or less insured with the "epistemic games".The thesis aims to make an a priori analysis of the French manual of the college in Syria. This analysis has been carried at the level of the grammar and the vocabulary teaching, considered like sources of epistemic games. Two analysis grids have been realized. In the vocabulary analysis grid eight points have been analyzed and in the grammar analysis grid we analyzed four points.These two analysis grids permitted to note that the Syrian manual doesn't always offer any serious guarantees on the tie between epistemic games sources, inspired by the methodologies of the teaching of the vocabulary and the grammar and the games proposed to the pupils.The implementation of the theory of the joint action also permitted of:• To surround easily the training games of the two fields (that means, the pupils are going to have a text or an exercise under the eyes like an environment.• To identify the epistemic games of the two fields (which game the pupils are playing?).• To propose new epistemic games
Bugmann, Julien. „Apprendre en jouant : du jeu sérieux au socle commun de connaissances et de compétences“. Thesis, Cergy-Pontoise, 2016. http://www.theses.fr/2016CERG0772/document.
Der volle Inhalt der QuelleDoes playing video games result in learning that is officially expected at school? To answer this question, we examined the link between knowledge and skills developed by playing video games and those expected in the common core of knowledge and skills from the “Education Nationale” in France. By using an analysis method inspired by the work of the anthropologist E.T. Hall, we were able to highlight potential relations between the common core of knowledge and skills and video games. In order to check these links, we implemented an experimental approach with pupils in primary school who were asked to play a serious video game. The pupils were submitted to an evaluation before the game session, right after playing and one week later. Our analyses confirm that a link exists between the serious game and the common core of knowledge and skills, but above all that playing the game results in learning officially expected at school. Interestingly, we found that pupils from disadvantaged areas are the ones experiencing the best progression after playing. We also noticed that children having good marks in school are as well the ones having good performance in the evaluation and in the video game. Furthermore, we could demonstrate the importance of various variables in the learning process. For example, pupils' video games habits positively or negatively influence their learning capacity. From a technical perspective, learning seems to be facilitated when the video game covers the information to be transmitted according to the triptych "form, substance and manipulation." Finally, we could identify the existence of long-term learning in some cases
Besse-Patin, Baptiste. „Jeu et animation. Ethnographie des formalisations éducatives du loisir des enfants“. Thesis, Sorbonne Paris Cité, 2019. http://www.theses.fr/2019USPCD051.
Der volle Inhalt der QuelleThis ethnographic study focuses on games played by children, or led by supervisors, in leisure and holiday centres in France. The first part presents the seven main cases selected, then the conduct and conditions of the fielwork among children, young people and their supervisors. Following the assumptions of analytic induction to analyse the data collected mainly by direct observation, this study theorises a social process of educational formalization of children’s leisure at several levels. Focusing on social interactions, the second part analyses play situations and their forms when they are defined by the supervisors or initiated by the children. By comparing the modalities of engagement and the resources allocated, two processes – pedagogization and ludification – are theorized to explain the variety of playful forms. The third part extends the theorizations developed by extending the analysis to other negative and borderline cases. It approaches the formalization of organizational modes according to three dimensions: spatial, temporal, relational. Through their impact on child and animative practices, two other processes – collectivization and individualization – explain thevariations in the organizational mode in which the playful forms played take place. The fourth part continues the analysis of this (double) process of educational formalization of the forms of leisure activities by questioning the (semi) “educational leisure” of children and what is involved, more broadly, about “doing educationnal”
Wehbe, Mathilda. „Dialogue, interaction et apprentissage : les pratiques dialogales : de la méthode aux classes de FLES au Liban“. Thesis, Lyon 2, 2014. http://www.theses.fr/2014LYO20074.
Der volle Inhalt der QuelleIn this PhD thesis, we investigate dialogical practices in French as Foreign and Second Language (FFSL) classrooms in Lebanon. The objective is to characterize the relationship between the existing dialogical manifestations in various forms (model dialogue, instructions...) found in the FFL textbook and the dialogical phenomena observable in FFSL classes that use them, particularly during role-play activities performed by the learners.The aim of this research is to study the exploitation of fictional dialogue found in the textbook through interactions among partners in the classroom in Lebanon. What do teachers and/or students keep from the dialogue and what do they leave aside? How are the textbook’s dialogues or pedagogical documents implemented? Are the instructions of the student’s textbook applied literally or not? Are the interactional tips of the teacher’s book abided by or not? Thus, we try to provide a better understanding of the variety and specificity of dialogical practices implemented in Lebanese FFSL classes using a French textbook
Haye, Thomas. „Étude des conditions et des contraintes d'implémentation d'un jeu de société à l'école, comme vecteur d'apprentissages mathématiques : cas du jeu de Go au cycle 3“. Thesis, Montpellier, 2019. http://www.theses.fr/2019MONTS030/document.
Der volle Inhalt der QuelleUsing the game to teach mathematics to pupils became increasingly an obvious standard pedagogical practice in the scholastic institution. This generic term also reflects very different implementations that do not result in the same experience according to pupils. The objective of our work is to explore some of these practices and to determine the conditions in order for the pupils to play and develop mathematical competence during the same learning sequence. In the first instance, we are trying to define the activities that can be in-class games, keeping in mind that the school environment strongly and negatively influences the ability to experience real playing periods. We suggest a characterisation of these activities from four conceptual tools: the game (the structure of the game), the play (the game attitude), the playful potential and the learning potential. Then, we will draw two main conditions of in-class use of games: the “gameifying” of a didactic situation or the exploitation of an existing game. Assuming that the second possibility is more likely to lead to a gaming attitude for pupils, we are designing a learning sequence based on the strategy board game “go” in a junior division classroom at an elementary school, in order to study mathematical learning impacts. To do so, we are introducing a method of game analysis that, applied to Go, can extract two important learning potentials: the heuristic argumentation (Duval, 1992) for problem-solving and the sequential apprehension of figures (Duval, 1994) for geometry. This analysis method is implemented as part of the current constraints of the scholastic institution. The sequence, made of ten sessions, is implemented by experimenter teachers who are not Go specialists. We will then analyse the actual sequence in order to determine if the pupils have experienced gaming periods according to their own game understanding and if mathematical learning has emerged. We ultimately ask the question: how these skills, built as part of the Go game, have been deployed in other mathematical fields? From this experimentation, we want to clear the conditions and constraints of a boarding game implementation at the elementary school
Bussy, Gérald. „Approche inter-syndromique des processus cognitifs en jeu dans la déficience intellectuelle et la dyspraxie verbale : vitesse de traitement de l’information, mémoire de travail et apprentissage procédural“. Thesis, Lyon 2, 2010. http://www.theses.fr/2010LYO20119/document.
Der volle Inhalt der QuelleOur aim is to understand previous process in mental retardation and childhood apraxia of speech (CAS). There are both neurodevelopmental disorders which affect psychometric assessment. We have selected several processes which could explain these disorders such has speed of information processing, working memory for mental retardation and implicit procedural learning for childhood apraxia of speech. In our first study, we have demonstrated within two groups of typical children without disorders that speed of processing increased with chronological age. In the second study, our results have demonstrated the same speed of processing between a group with mental retardation and with mental age matched control group. Moreover, Down and Fragile X syndrome have the same speed of information processing. On the contrary, in our third study, children with CAS and chronological age matched control group have the same speed as process visual information. All results are important to discuss both theories of intelligence we have chosen: the cascade model (Fry and Hall, 1990) and the minimal cognitive architecture (Anderson, 1992). In the second experimental part, our first results have shown a different reaction time between the two groups of young children but both have learned the sequence in a serial reaction time task (implicit procedural learning test). The second study have demonstrated preserved implicit learning in Fragile X but altered learning in Down syndrome. The difference between to these two genetics syndromes is a proof of implicit sequence learning is independent of IQ. The latest results have shown severe implicit procedural learning impairment in CAS. We conclude that this is the cause of CAS.Our discussion is about all results and links between intelligence and disorders with regard to previous studies. Those results aim for both theorical and clinical openings