Profile
Emmanuel Duplàa est professeur agrégé à la Faculté d'Éducation de l'Université d'Ottawa, spécialisé dans les technologies de l'information et de la communication (TIC) pour l'apprentissage. Après un baccalauréat en mathématiques et une maitrise en sciences cognitives, il a réalisé un doctorat « Cifre » (financé en partie par des entreprises) en éducation sur les dimensions inconscientes des relations en ligne en contexte d'e-Formation. Il a participé à des projets sur l'ergonomie de conception et la planification (Institut de Recherche en Informatique et Automatique), sur la formation à distance (Télécom-Paristech et Centre d'Études Supérieures Industrielles) et sur la formation en e-Santé (Téluq). Il mène actuellement des recherches à la Faculté d'Éducation sur les jeux vidéo éducatifs (en partenariat avec l'École d'ingénierie et de technologie de l'information), sur les littératies numériques et sur les processus de conception en e-formation.
Emmanuel Duplàa is an associate professor at the Faculty of Education at the University of Ottawa, specialized in information and communication technology (ICT) for learning. After completing a BA in mathematics and a master's degree in cognitive sciences, he did a PhD "Cifre" (partly funded by enterprises) in education on the unconscious dimensions of online relationships in the context of e-Learning. He participated in different projects on ergonomic design and planning (Institut de Recherche en Informatique et Automatique), on e-learning (Télécom-Paristech and Centre d'Études Supérieures Industrielles) and training aspects of e-Health (Téluq). He is currently conducting research at the Faculty of Education on educational video games (in partnership with the School of Information Technology and Engineering), on digital literacies and on design processes in e-learning. AGE-WELL Funded ProjectsOutputs
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Quelles sont les pratiques de jeux numériques des aînés canadiens ? Langue, éducation et contexte social comme facteurs d’usage [What are the digital gameplay patterns of older Canadians? Language, education, and social context as predictors].Duplàa, E., Kaufman, D., Sauvé, L., & Renaud, L. (in press). Quelles sont les pratiques de jeux numériques des aînés canadiens ? Langue, éducation et contexte social comme facteurs d’usage [What are the digital gameplay patterns of older Canadians? Language, education, and social context as predictors]. Canadian Journal of Communication/ Revue canadienne de communication/ Revue canadienne de communication, 42(2).4.2 CONNECT-PLAY University of Ottawa, Simon Fraser University, TÉLUQ, Université du Québec à Montréal | Scientific Excellence - Advancing Knowledge | 2016-09-23 | | The social construction of online 3D cognition: A qualitative study with elders on World of Warcraft. Duplàa, E. (2016). The social construction of online 3D cognition: A qualitative study with elders on World of Warcraft. In G. Veletsianos (Ed.), Proceedings of EdMedia: World Conference on Educational Media and Technology 2016 (pp. 375-387). Waynesville, NC: Association for the Advancement of Computing in Education (AACE). 4.2 CONNECT-PLAY University of Ottawa | Scientific Excellence - Advancing Knowledge | 2016-06-20 | | Benefits of digital games for seniors - synthesis of research in "Aging well: Can digital games help?" Duplàa, E., Kaufman, D., Sauvé, L., Renaud, L., & Labelle, F. (2016, October). Benefits of digital games for seniors - synthesis of research in "Aging well: Can digital games help?" Synthesis and discussion for symposium at the 45th Annual Scientific and Educational Meeting, Canadian Association on Gerontology, Montreal, QC, Canada.4.2 CONNECT-PLAY University of Ottawa, Simon Fraser University, TÉLUQ, Université du Québec à Montréal | Scientific Excellence - Advancing Knowledge | 2016-10-21 | | Educational Gerontology Divisional Session: Benefits of digital games for seniors - synthesis of research in "Aging well: Can digital games help?"Duplàa, E. (chair) (2016). Educational Gerontology Divisional Session: Benefits of digital games for seniors - synthesis of research in "Aging well: Can digital games help?" Symposium presented at the 45th Annual Scientific and Educational Meeting, Canadian Association on Gerontology, Montreal, QC, Canada.4.2 CONNECT-PLAY University of Ottawa | Scientific Excellence - Advancing Knowledge | 2016-10-22 | | Practices and perceptions of Canadian seniors who play digital gamesDuplàa, E. (2016). Practices and perceptions of Canadian seniors who play digital games. Paper presented the 45th Annual Scientific and Educational Meeting, Canadian Association on Gerontology, Montreal, QC, Canada. 4.2 CONNECT-PLAY University of Ottawa | Scientific Excellence - Advancing Knowledge | 2016-10-22 | | Bénéfices cognitifs : Immersion 3D dans WOW et Minecraft [Cognitive benefits: 3D immersion in WOW and Minecraft].Duplàa, E., & Labelle, F. (2016). Bénéfices cognitifs : Immersion 3D dans WOW et Minecraft [Cognitive benefits: 3D immersion in WOW and Minecraft]. Paper presented the 45th Annual Scientific and Educational Meeting, Canadian Association on Gerontology, Montreal, QC, Canada. 4.2 CONNECT-PLAY University of Ottawa | Scientific Excellence - Advancing Knowledge | 2016-10-22 | | A questionnaire-based study on the perceptions of Canadian seniors about cognitive, social and psychological benefits of digital games. Duplàa, E., Kaufman, D., Sauvé, L., & Renaud, L. A questionnaire-based study on the perceptions of Canadian seniors about cognitive, social and psychological benefits of digital games. Games for Health Journal.4.2 CONNECT-PLAY University of Ottawa, Simon Fraser University, TÉLUQ, Université du Québec à Montréal | Scientific Excellence - Advancing Knowledge | 2017-06-01 | | Can mobile digital games benefit older adults' health?Dupláa, E., Kaufman, D., Sauvé, L., Renaud, L., & Ireland, A. (In press). Can mobile digital games benefit older adults’ health? In H. Marston, C. Musselwhite, & S. Freeman (Eds.), Mobile eHealth. New York: Springer International Publishing AG. doi:0.1007/978-3-319-60672-9_6 4.2 CONNECT-PLAY University of Ottawa, Simon Fraser University, TÉLUQ, Université du Québec à Montréal | Scientific Excellence - Advancing Knowledge | 2017-01-31 | | Quelles sont les pratiques de jeux numériques des ainés canadiens ? Langue, éducation et le contexte social comme facteurs d’usage.Duplaa, E., Kaufman, D., Sauvé, L. et Renaud, L. (sous presse). Quelles sont les pratiques de jeux numériques des ainés canadiens ? Langue, éducation et le contexte social comme facteurs d’usage. Canadian Communication Journal, 42 (2), printemps.4.2 CONNECT-PLAY University of Ottawa, Simon Fraser University, TÉLUQ, Université du Québec à Montréal | Scientific Excellence - Advancing Knowledge | 2017-03-05 | | Cognitive and socio-emotional benefits of digital gamesRenaud, L., Duplàa, E., Kaufman, D., Plante, P., & Sauvé, L. Cognitive and socio-emotional benefits of digital games. Games for Health Journal.4.2 CONNECT-PLAY Université du Québec à Montréal, University of Ottawa, Simon Fraser University, TÉLUQ | Scientific Excellence - Advancing Knowledge | 2016-07-01 | | Validation d’un jeu éducatif en ligne pour les aînés [Validation of online educational games for seniors]Sauvé, L., Renaud, L., Kaufman, D., & Duplàa, E. (2015). Validation of the educational game for seniors: “Live Well, Live Healthy!”, Procedia Social and Behavioral Sciences, 176, 674-682. International Educational Technology Conference, IETC 2014, 3-5 September 2014, Chicago, IL. doi: 10.1016/j.sbspro.2015.01.5264.2 CONNECT-PLAY Universite of Quebec at Montreal, Université du Québec à Montréal, Simon Fraser University, University of Ottawa | Scientific Excellence - Advancing Knowledge | 2015-02-20 | | Can digital games help seniors improve their quality of life?Sauvé, L., Renaud, L., Kaufman D., & Duplàa, E. (2016). Can digital games help seniors improve their quality of life? In S. Svacek, J. Uhomoibhi, G. Costagliola, & B. M. McLaren (Eds.), Proceedings of the 8th International Conference on Computer-Supported Education (Vol. 2, pp. 94-102). Setúbal, Portugal: Science and Technology Publications, Lda. doi:10.5220/00058002009401024.2 CONNECT-PLAY TÉLUQ, Université du Québec à Montréal, Simon Fraser University, University of Ottawa | Scientific Excellence - Advancing Knowledge | 2016-09-01 | | Digital Educational Game for older Adults: “LIVE WELL, LIVE HEALTHY!”4.2 CONNECT-PLAY TÉLUQ, Université du Québec à Montréal, Simon Fraser University, University of Ottawa | Scientific Excellence - Advancing Knowledge | 2016-02-29 | | Can seniors’ quality of life be enhanced through the use of digital games? 4.2 CONNECT-PLAY Université du Québec à Montréal, TÉLUQ, Simon Fraser University, University of Ottawa | Scientific Excellence - Advancing Knowledge | 2016-02-29 | | Ergonomic Criteria for Creating Online Educational Games for SeniorsSauvé, L., Renaud, L, Kaufman D., & Duplàa, E. (2015). Ergonomic criteria for creating online educational games for seniors. In O. Sourina, D. Wortley, & S. Kim (Eds.), Subconscious learning via games and social media (pp. 115-134). Singapore: Springer.4.2 CONNECT-PLAY TÉLUQ, Université du Québec à Montréal, Simon Fraser University, University of Ottawa | Scientific Excellence - Advancing Knowledge | 2015-08-27 | | Un essai de typologie à l’appui de l’utilisation des jeux par les aînésSauvé, L., Renaud, L., Kaufman, D., Duplàa, E. et Veniere, S (2016). Un essai de typologie à l’appui de l’utilisation des jeux par les aînés. Communiquer, Revue de communication sociale et publique, 17, 1-23, http://communiquer.revues.org/1922 ; DOI : 10.4000/communiquer.19224.2 CONNECT-PLAY TÉLUQ, Université du Québec à Montréal, Simon Fraser University, University of Ottawa | Scientific Excellence - Advancing Knowledge | 2016-03-04 | | Can digital games help seniors improve their quality of life? Psychological wellbeing?Sauvé, L., Renaud, L., Kaufman, D., & Dupláa, E. (2017). Can digital games help seniors improve their quality of life? Psychological wellbeing? In G. Costagliola, J. Uhomoibhi, S. Zvacek, & B. M McLaren (Eds.), Computer Supported Education: 8th International Conference, CSEDU 2016, Rome, Italy, April 21-23, 2016, Revised Selected Papers (pp. 179-192). Basel, Switzerland: Springer International Publishing. doi:10.1007/978-3-319-63184-4_10 4.2 CONNECT-PLAY TÉLUQ, Université du Québec à Montréal, Simon Fraser University, University of Ottawa | Scientific Excellence - Advancing Knowledge | 2017-06-30 | | Can digital games help seniors improve their quality of life?Sauvé, L., Renaud, L., Kaufman D., & Duplàa, E. (2016, April). Can digital games help seniors improve their quality of life? Paper presented at CSEDU 2016: 8th International Conference on Computer-Supported Education, Rome, Italy.4.2 CONNECT-PLAY TÉLUQ, Université du Québec à Montréal, Simon Fraser University, University of Ottawa | Scientific Excellence - Advancing Knowledge | 2016-04-20 | | Évaluation d’un jeu éducatif en ligne pour améliorer la qualité de vie des aînés [Evaluation of an online educational game to improve older adults’ quality of life].Renaud, L., Sauvé, L., Kaufman, D., & Duplàa, E. (2018). Évaluation d’un jeu éducatif en ligne pour améliorer la qualité de vie des aînés [Evaluation of an online educational game to improve older adults’ quality of life]. Santé publique, 30(6). 4.2 CONNECT-PLAY Université du Québec à Montréal, TÉLUQ, Simon Fraser University, University of Ottawa | Scientific Excellence - Advancing Knowledge | 2018-12-20 | | Benefits of digital games for older adults: Associations with demographics and game use patternsKaufman, D., Gayowsky, T., Sauvé, L., Renaud, L., & Duplàa, E. (2018). Benefits of digital games for older adults: Associations with demographics and game use patterns. Gerontechnology, 17(1), 57-68. doi:10.4017/gt.2018.17.1.006.00 4.2 CONNECT-PLAY Simon Fraser University, TÉLUQ, Université du Québec à Montréal, University of Ottawa | Scientific Excellence - Advancing Knowledge | 2018-05-01 | |
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