TY - Type of reference TI - Game-Oriented Learning in Business School: The Case of the EdUTeam Project AU - Philippe Lépinard AB - In the early 2010s, the Association Information et Management (AIM) created a research group on serious games in order to support practitioners in the implementation of these tools in management sciences. A decade later, Game-Oriented Learning, which is protean, has become widely used in Business Schools. The work carried out at the Institut de Recherche en Gestion (IRG, EA 2354) within the international research group MACCA Management has identified nine Game-Oriented Learning techniques implemented by teachers and trainers. The team of the EdUTeam Game-Oriented Learning research and pedagogy project then set about studying more precisely the detour of leisure games (serious gaming) in order to evaluate their capacity to support pedagogical scenarios covering complete courses without reducing academic expectations. The results from this Action Research, which are particularly encouraging, show that despite the offset between universes (fictional or historically distant), certain games allow the design of experiential courses guaranteeing an epistemic isomorphism between learning situations and professional reference situations, reducing the pedagogical, cognitive and organizational routines that can inhibit student learning. DO - 10.21494/ISTE.OP.2022.0820 JF - Educations KW - Game-Oriented Learning, Management Sciences, higher education, EdUTeam Project, Serious Gaming, Ludopédagogie, Sciences de gestion, Enseignement supérieur, Projet EdUTeam, Détournement de jeux, L1 - https://openscience.fr/IMG/pdf/iste_edu22v6n1_g.pdf LA - en PB - ISTE OpenScience DA - 2022/03/16 SN - 2632-590X TT - La ludopédagogie en école de management : le cas du projet EdUTeam UR - https://openscience.fr/Game-Oriented-Learning-in-Business-School-The-Case-of-the-EdUTeam-Project IS - Issue 1 VL - 6 ER -