The TEL research team, led by Sébastien IKSAL, is specialized in the field of Technology Enhanced Learning (TEL) but also in the fields of Software Engineering and Human-Computer Interactions. More precisely, the team is specialized in TEL Engineering. The originality of our approach is to consider the engineering process as an uninterrupted design process (i.e. continuing through the systems use).

The team’s main scientific mission is to elaborate a strong scientific foundation for the development and engineering of TEL systems. This main objective is the backbone for all the team’s projects and actions.

Design, Operationalization, Adaptation of Pedagogical Situations

The main goal is to integrate teachers and instructors in the design process of TEL systems. Our studies focus on engineering situations where TEL systems are designed by teachers (academic) or instructors (non-academic) themselves, and not by TEL researchers or professionals in TEL development. We consider TEL system design as a continuous iterative process, alternating (1) real time adaptation of the learning and teaching activities, (2) usage analysis and (3) reengineering, through a model driven approach. 

Observation Modeling & Track Analysis

Our research focuses on the analysis of learning situations, guided by the teachers’ observation needs. Our goal is to enable the expression and formalization of these needs and the resulting data.

We develop solutions to allow the expression and the formalization of these needs and also to collect usage tracks. In addition, our work focus on methods for calculating and visualizing indicators for various actors (learners, teachers, researchers, etc.).

Advanced and Collaborative Interactions for Learning

 

The team also works on advanced interactions for learning (interactive tables, mixed reality, tangible interfaces…) in particular for Serious Games. The research questions are related to the design of authoring tools for TEL systems, the use of advanced interactions, as well as how to support collaborative learning situations.

TEL - Members

Mohamed-Amine AbracheMohamed-Amine Abrache
Vincent AguedaVincent Agueda
Vincent BarréVincent Barré
Emmanuel BlanchardEmmanuel Blanchard
Seanghort BornSeanghort Born
Sopheakmanith ChhuonSopheakmanith Chhuon
Christophe ChoquetChristophe Choquet
Corentin CoupryCorentin Coupry
Christophe DesprésChristophe Després
Dynil DuchDynil Duch
Nicolas DuguéNicolas Dugué
Mohamed Hamza FalihMohamed Hamza Falih
Thierry ForestThierry Forest
Sébastien GeorgeSébastien George
Ludovic HamonLudovic Hamon
Nail HefiedNail Hefied
Sébastien IksalSébastien Iksal
Pierre JacoboniPierre Jacoboni
Pierre LaforcadePierre Laforcade
Jérôme LehuenJérôme Lehuen
Bérénice LemoineBérénice Lemoine
Iza MarfisiIza Marfisi
Bertrand MarneBertrand Marne
Madeth MayMadeth May
Lahcen OubahssiLahcen Oubahssi
Claudine Piau-ToffolonClaudine Piau-Toffolon
Dominique PyDominique Py
Sebastian SimonSebastian Simon
Sofiane TouelSofiane Touel
Rémi VenantRémi Venant

IEIAH Projects

Curent projects

Virtual 3R

Project: Plateforme virtuelle pour l'expérimentation animale
Date: 09/2022 - 12/2024
Funding: Autres
Call: Cofinancés par Le Mans université et la Fondation Nationale des IUT de France
Partners: Fondation Nationale des IUT de France, Département GB - IUT de LAVAL, Département GB - IUT de Lyon, Département GB - IUT de Rochelle
Author(s): Lahcen Oubahssi, Mohamed-Amine Abrache
URL: http://perso.univ-lemans.fr/~loubah/Projets.html

Le projet Virtual3R propose une méthode alternative basée sur la réalité virtuelle pour réduire le nombre d’animaux utilisés en formation à l’expérimentation animale tout en permettant aux étudiants d’acquérir une bonne appréhension des procédures et gestes techniques de base avant la réalisation sur le modèle réel. ► Read more

EVAGO

Project: Virtual Environment for the Assistance in Learning of Odontology Gestures
Date: 01/2022 - 12/2025
Funding: ANR
Call:
Partners: entreprise Haptique et Réalité Virtuelle (HRV) (France), Laboratoire Regenerative Medicine and Skeleton (RMeS) (France), Le Pôle Hospitalo-Universitaire Otonn (PHU4) (France), Le Centre de Recherche en Éducation de Nantes (CREN) (France)
Author(s): Ludovic Hamon, Sébastien George, Vincent Agueda, Mohamed Nail Hefied
URL: https://evago-lium.univ-lemans.fr/

Le projet EVAGO étend les fonctionnalités de l’Environnement Virtuel (EV) Virteasy dédié à la formation en chirurgie dentaire (Odontologie), avec des modèles et outils pour évaluer automatiquement le geste technique dans son ensemble i.e. ► Read more

MIXAP

Project: Mixed, Augmented and Virtual Reality Authoring Tools for teachers
Date: 11/2021 - 04/2024
Funding: Région Pays de la Loire
Call:
Partners: CANOPE
Author(s): Iza Marfisi, Mohamed Ez-Zaouia
URL: https://mixap-lium.univ-lemans.fr/

L’enjeu du projet MIXAP est de concevoir des « éditeurs » simples pour permettre aux enseignants de créer leurs propres outils pédagogiques numériques avec des interactions innovantes (réalité augmentée, réalité mixte et réalité virtuelle), sans avoir besoin de compétences en programmation informatique. ► Read more

AdapTABLES

Project: An analysis and design framework about adaptable learning&gamified activities, and about the design of adaptive generators of exercices - Application to the learning of multiplication tables
Date: 01/2021 - 09/2024
Funding: Autres
Call:
Author(s): Pierre Laforcade, Sébastien George, Bérénice Lemoine
URL: https://projets-lium.univ-lemans.fr/adaptables/

SMART-Fractions

Project: Study of Mobile Augmented Reality for Teaching Fractions
Date: 09/2020 - 09/2024
Funding: Autres
Call: financement d'entreprise
Partners: Plaisir Maths
Author(s): Sébastien George, Iza Marfisi, Sofiane Touel
URL: https://smart-fractions.univ-lemans.fr/fr/index.html

The objective of the SMART-Fractions project is to carry out a study on the educational impact of a board game and its digital extensions for teaching fractions in primary school. ► Read more

SituLearn

Project: Enhancing Situated learning with collaborative Games and Mixed reality
Date: 05/2021 - 04/2024
Funding: ANR
Call: ANR - JCJC - 2020
Author(s): Iza Marfisi, Christophe Choquet, Sébastien George, Pierre Laforcade, Madeth May
URL: https://situlearn.univ-lemans.fr/

Enhancing Situated learning with collaborative Games and Mixed reality ► Read more

Ludifik’action

Project: Helping teachers create custom Learning Games for their courses
Date: 01/2017 - 01/2025
Funding: Autres
Call: financement prix PEPS 2018
Partners: UBL
Author(s): Iza Marfisi, Sébastien George, Bertrand Marne
URL: https://lium.univ-lemans.fr/wp-content/uploads/2023/07/Fiche-Formation_Ludifik-action_10-07-2023.pdf

The ambition of this annual professional training course is to accompany teachers in the creating of a custom Learning Game for their specific educational objectives. ► Read more

écri+

Project: Evaluation, training and certification plan for improving the writing and reading skills in French
Date: 04/2018 - 03/2028
Funding: PIA (Programme Investissements d'Avenir)
Call: Nouveaux Cursus à l’Université (NCU)
Partners: Université Paris Nanterre (France), Université Nice Sophia Antipolis (France), Université Paul-Valéry Montpellier 3 (France), Université de Caen Normandie (France), Le Mans Université (France), Université Grenoble Alpes (France), Université Sorbonne Nouvelle – Paris 3 (France), Université Paris 1 Panthéon-Sorbonne (France), Université Rennes 2 (France), Université Toulouse Jean Jaurès (France), VetAgro Sup (France), Centre universitaire de Mayotte (France), PIX (France), Institut de Recherche et d’Innovation (France).
Author(s): Nicolas Dugué, Sébastien George, Madeth May, Claudine Piau-Toffolon, Dominique Py, Albane Gril
URL: http://ecriplus.fr/

Mastery of the French language is essential at all levels of the school system in France and becomes crucial on entry to university. Nonetheless, a large number of students encounter difficulties with the language. Confronted with this situation, it is the responsibility of universities to design and organise the appropriate means for students to improve their written skills in French. ► Read more

Past projects

Atelier « Libérer les EIAH grâce aux communs et aux Logiciels Libres »

Project: Atelier « Libérer les EIAH grâce aux communs et aux Logiciels Libres »
Date: 02/2023 - 02/2024
Funding: Autres
Call:
Partners: CREN
Author(s): Bertrand Marne , Iza Marfisi
URL: https://lium.univ-lemans.fr/en/atelier-logiciels-libres/

Le LIUM et le CREN organise un atelier « Libérer les EIAH grâce aux communs et aux Logiciels Libres » forme de table ronde à la conférence nationale EIAH 2023. ► Read more

ORPHEE

Project: Pluridisciplinary Research Organization for e-learning
Date: 12/2014 - 12/2017
Funding: ANR
Call:
Partners: Université Paris 6, Université Lyon 3, Université de Savoie, Université de Fribourg, Université de Genève, Université de Grenoble, Telecom Bretagne
Author(s): Sébastien George, Sébastien Iksal, Iza Marfisi, Claudine Piau-Toffolon
URL: http://atief.fr/content/bienvenue-sur-le-r%C3%A9seau-orphee-de-la-e-education

The Orphée Network aims at structuring Technology-Enhanced Learning (TEL) stakeholders communities (industry with special focus on SMEs, providers, designers, educational institutions and professional associations, decision makers, research laboratories, etc.) in order to leverage the synergy of partners to successfully take up TEL challenges, with effective and sustainable results. The focus of the project is on three main issues: International, Business and Training & Experimentations. A road map will be adopted to sustain the network beyond the two years of the ANR project. ► Read more

VEA

Project: Virtual Environment for Animal experimentation
Date: 01/2019 - 12/2020
Funding: Autres
Call: Appel à projets de recherche - IUT de Laval - 2019
Partners: Département GB - IUT de LAVAL
Author(s): Lahcen Oubahssi
URL: http://perso.univ-lemans.fr/~loubah/Projets.html

L’objectif principal de ce travail est de proposer aux étudiants et aux enseignants du département Génie Biologique une méthode alternative basée sur la réalité virtuelle pour : apprendre les gestes corrects tout en respectant les règles d’éthique ► Read more

Escape it!

Project: Escape it!
Date: 01/2017 - 12/2021
Funding: UBL
Call: Programme d’Attractivité Post-Doctorale
Author(s): Youness Laghouaouta, Pierre Laforcade
URL: https://projets-lium.univ-lemans.fr/escapeit/

Ce projet aborde la complexité de la conception de jeux sérieux pédagogiques lorsqu’ils sont adaptés à un public et à un domaine d’apprentissage spécifiques, et lorsque le besoin d’adaptation (dynamique) des jeux au profil de l’apprenant est nécessaire. ► Read more

PASTEL

Project: PASTEL
Date: 10/2016 - 04/2021
Funding: ANR
Call: Interactions, Robotique, Contenus / Automatique, signal 2016
Partners: Orange Lab (France), cren (France), LS2N (France)
Author(s): Christophe Choquet, Antoine Laurent, Vincent Bettenfeld, Nathalie Camelin, Christophe Després, Madeth May, Salima Mdhaffar, Lahcen Oubahssi, Claudine Piau-Toffolon, Asmaa Darouich, Rémi Venant
URL: https://projets-lium.univ-lemans.fr/pastel

PASTEL is a research project that aims to explore the potential of real time and automatic transcriptions for the instrumentation of mixed educational situations where the modalities of the interactions can be face-to-face or online, synchronous or asynchronous. The speech recognition technology approaches a maturity level that allows new opportunities of instrumentation in pedagogical practices and their new uses. ► Read more

TGRIS

Project: Simulation for training on emotions
Date: 09/2016 - 12/2021
Funding: RFI AltanStic 2020
Call: starter project
Partners: Lab-STICC (France), cren (France)
Author(s): Iza Marfisi
URL: https://lium.univ-lemans.fr/en/tgris/

TGRIS : Teacher-Guided Realistic Interview Simulator The objective of this project is to design and develop a Virtual Reality simulation tool, capable of recreating situations that are evocative of real, emotionally intense, professional situations. ► Read more

TurtleTablet

Project: A collaborative game to Learn the Basics of Computer Programming by manipulating Tangible Objects on an Interactive Table or on a Tablet
Date: 02/2016 - 02/2023
Funding: Autres
Call: IUT laval
Author(s): Sébastien George, Marc Leconte, Iza Marfisi
URL: https://turtletablet.univ-lemans.fr

As of September 2016, computer programming is part of the official program in French middle schools. Many teachers, who do not have any training in computer science, are therefore in need of tools to help them. It is in this context that we designed TurtleTable, a Learning Games that has two main originalities. First of all, unlike most of the existing applications, this game is not based on activities where one has to write a computer program. Instead, the players have to execute a given program, step by step, just like a computer. ► Read more

ReVeRIES

Project: Interactive, Fun and Educational Plant Recognition on Smartphones
Date: 01/2016 - 09/2021
Funding: ANR
Call: Generic
Partners: liris (France), EVS (France), LISTIC (France), IRHS (France)
Author(s): Sébastien George, Pierre-Yves Gicquel, Ludovic Hamon, Pierre Laforcade, Iza Marfisi, Dominique Py
URL: https://reveries-lium.univ-lemans.fr/

The urbanization of society has gradually separated men from the plant world. Indeed, most people no longer live in a natural environment and have forgotten the names of plants and trees and the potential uses that can be made of them. Still, generations of botanists have accumulated knowledge about plants and many people are interested in nature and aware that natural resources are a treasure we must preserve. However, it is undeniable that, for a majority of people, botany remains difficult to understand. ► Read more

EmoTED

Project: Designing a VR environment supporting the learning of emotions mimicry for children with ASD
Date: 09/2015 - 09/2016
Funding: Collectivités Lavaloises
Call:
Author(s): Pierre Laforcade
URL: https://lium.univ-lemans.fr/en/emoted/

The EmoTED project aims to explore Virtual Reality technological solutions and techniques in order to help the mimicry of emotions for children with ASD. It involved two academic partners, ENSAM and LIUM, and one association about ASD, Cocci’Bleue. The project was supported by a programme funding organisation from local authorities for a period of 18 months. The project followed a global action-research methodology towards a main objective: to design and develop a facial-recognition prototype for helping children with ASD to learn about the mimicry of emotions. ► Read more

HUBBLE

Project: Human obervatory based-on e-learning traces
Date: 01/2015 - 12/2018
Funding: ANR
Call: Generic
Partners: LIG (France), LIP6 (France), Lina (France), Liris (France), OpenClassRooms (France), ifé (France), STEF (France), Lab-STICC (France)
Author(s): Inès Dabbebi, Sébastien George, Sébastien Iksal, Madeth May
URL: http://hubblelearn.imag.fr

The objective of the Hubble project is to create a national observatory for the building and sharing of massive data analysis processes, from traces left in e-learning environments. Hubble will enable to analyze and explain phenomena of teaching and learning with these environments. ► Read more

JEN.lab

Project: Digital Epistemic Game Lab
Date: 01/2014 - 12/2018
Funding: ANR
Call: Generic
Partners: ifé (France), icar (France), Liris (France), Symetrix (France)
Author(s): Sébastien George, Sébastien Iksal, Guillaume Loup, Iza Marfisi, Lahcen Oubahssi, Claudine Piau-Toffolon
URL: http://jenlab.fr

In a context marked by the necessity of developing the attractiveness of training courses, receiving new types of learners and designing learning systems that help to develop skills rather than strictly disciplinary knowledge, digital epistemic games come up as an alternative pedagogy to traditional approaches. Epistemic games are playful and authentic learning situations that lead the learner to solve complex and non-determinist issues. These games are based on simulation, augmented reality and tangible interfaces in order to design authentic learning situations in terms of interactions enabled. They aim at developing the learner’s capacity to mobilize a number of various resources (knowledge and skill sets) in a given context and his/her ability to reflect on this approach as well as on the learner’s capacity to reorganize of these resources. Thus, from a pedagogical point of view, epistemic games rely on a skills-based approach. ► Read more

ARVAD

Project: ARVAD
Date: 01/2013 - 01/2016
Funding: Région Pays de la Loire
Call: appel à projet "REALITE VIRTUELLE ET SITUATION DE HANDICAP"
Author(s): Sébastien Iksal, Lahcen Oubahssi, Claudine Piau-Toffolon
URL: http://perso.univ-lemans.fr/~loubah/ARVAD/

Les ULIS (unités localisées pour l’inclusion scolaire) accueillent des élèves présentant des troubles cognitifs ou mentaux. L’objectif principal de la scolarisation dans la classe ULIS est le développement d’une autonomie adulte et d’une insertion socioprofessionnelle durable dans la société. ► Read more

GraphiT

Project: Specification of GRAPHIcal Visual Instructional Design Languages centered on LMS languages and directed towards Teachers-designers needs and practices
Date: 02/2012 - 09/2015
Funding: ANR
Call: Young resercher
Author(s): Nour El Mawas, Sébastien Iksal, Pierre Laforcade, Lahcen Oubahssi, Claudine Piau-Toffolon
URL: https://projets-lium.univ-lemans.fr/graphit

Nowadays, LMSs are widely spread in academic institutions and not restricted to distant courses but are also useful during or in complement to face-to-face learning sessions. Design skills can be acquired through specific teacher education programs, often focusing on the features and technical aspects of the platform. Few courses deal with how to design pedagogically sound learning situations. Teachers develop ad hoc and individual learning design techniques by diverting and experiencing combination of LMSs’ features and functionalities. In such context, it is relevant to help teachers in focusing on pedagogical aspects and their instructional design setting-up for the specific LMS they have at their disposal. ► Read more