L’utilisation de jeux vidéo accessibles adaptés de contes pour proposer à la lecture des classiques aux élèves de primaire

Children read and learn how to read through several different media, which, in the educational system often translates to using printed texts within genres pertaining to children’s literature, among which we find literary tales. Among rising concerns regarding the literacy level of children, teenagers and young adults and shifting attitudes towards reading, which includes a move from traditional printed media to various forms of digital media, we are in need of new pedagogical tools to approach literary classics in education to help students regain an interest in reading and nurture their literacy skills.In France, the formal teaching of reading starts in CP (Cours Préparatoire), the equivalent of first grade. Students must learn how to properly read, enrich their vocabulary and become more autonomous throughout their years in elementary school. Yet already at this age (between 6 and 11), we find those who struggle with reading, or who may not prioritize this activity over others. Our objective within this PhD has been to use literary material found in the programs of the French Ministry of Education, focusing specifically on the study of folk and fairy tales, and adapt them into video games. As they are common and highly popular products, we can expect children to react positively to playing video games in educational contexts and enhance motivation to learn through play. From a design perspective, we have applied a user-centered approach to offer games accessible for children. The games created through this process have been tested with elementary school students to evaluate their enjoyment of such products within the confines of the classroom and validate the accessible design applied in their production. We have also examined how much of the classic stories they played in video game form they remembered after playing, to suggest whether or not video games could be used as a viable alternative and a new tool to practice reading at school and learn while playing.

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Publication Details

Journal
theses.fr (ABES)
Published
2025-11-07
Primary Topic
Gender Studies in Language
Type
article
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article

L’utilisation de jeux vidéo accessibles adaptés de contes pour proposer à la lecture des classiques aux élèves de primaire

Hakim Boussejra
theses.fr (ABES)
Gender Studies in Language
article

L’utilisation de jeux vidéo accessibles adaptés de contes pour proposer à la lecture des classiques aux élèves de primaire

Hakim Boussejra
article en

Abstract

Children read and learn how to read through several different media, which, in the educational system often translates to using printed texts within genres pertaining to children’s literature, among which we find literary tales. Among rising concerns regarding the literacy level of children, teenagers and young adults and shifting attitudes towards reading, which includes a move from traditional printed media to various forms of digital media, we are in need of new pedagogical tools to approach literary classics in education to help students regain an interest in reading and nurture their literacy skills.In France, the formal teaching of reading starts in CP (Cours Préparatoire), the equivalent of first grade. Students must learn how to properly read, enrich their vocabulary and become more autonomous throughout their years in elementary school. Yet already at this age (between 6 and 11), we find those who struggle with reading, or who may not prioritize this activity over others. Our objective within this PhD has been to use literary material found in the programs of the French Ministry of Education, focusing specifically on the study of folk and fairy tales, and adapt them into video games. As they are common and highly popular products, we can expect children to react positively to playing video games in educational contexts and enhance motivation to learn through play. From a design perspective, we have applied a user-centered approach to offer games accessible for children. The games created through this process have been tested with elementary school students to evaluate their enjoyment of such products within the confines of the classroom and validate the accessible design applied in their production. We have also examined how much of the classic stories they played in video game form they remembered after playing, to suggest whether or not video games could be used as a viable alternative and a new tool to practice reading at school and learn while playing.

theses.fr (ABES)
Quality Education
Openalex Percentile: Top 20%
Gender Studies in Language
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