Michel Lenczner
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    # POC ## APP ANR: Axe D.3 : Les sociétés contemporaines : états, dynamiques et transformations Cet axe a vocation à accueillir les projets relatifs aux transformations et dynamiques sociales, aux populations et peuplements, aux processus d’intégration et de différenciation, **à l’éducation et à la formation**, à la santé, au travail, au sport, à l’information et à la communication. Les projets pourront s’inscrire dans les thématiques suivantes :-1: • éducation, formation, politiques éducatives, organisation scolaire, innovations et expérimentations pédagogiques, apprentissages tout au long de la vie ; Mots-clés associés : âge ; alimentation ; apprentissages ; approches sociales du travail ; citoyenneté ; communication ; conflictualité ; consommation ; délinquance ; démographie ; discrimination ; **éducation** ; emploi ; exclusion ; fait religieux, famille ; **formation** ; genre ; handicap ; inclusion ; inégalités ; infodémie ; information ; laïcité ; medias ; parcours de vie ; participation ; pauvreté ; pédagogie ; protection sociale ; santé ; solidarités ; sport ; systèmes de soins ; tourisme. Axe H.15 : Interfaces : mathématiques, sciences du numérique – sciences humaines et sociales Cet axe concerne aussi bien l'application de concepts, méthodes mathématiques et informatiques et technologies du numérique dans des champs relevant des SHS (linguistique, culture, **éducation**, économie, psychologie, sociologie, géographie, anthropologie, histoire, littérature, art, etc.) que, inversement, l'étude par les SHS d'objets numériques (infrastructures, réseaux sociaux, algorithmes, intelligence artificielle, logiciels, etc.) mais dans la mesure où l'étude croisée bénéficie aux deux domaines. Mots-clés associés : acceptabilité et appropriation des technologies numériques ; accès à l’information ; accès aux publications et aux données de la recherche ; analyse de la culture ; analyse des discours et controverses ; analyse de médias numériques ; analyses de traces graphiques ; analyse des politiques publiques via l’ouverture des données ; annotations et enrichissement de données ; approches cognitives, sociologiques et anthropologiques de l’apprentissage de/par le numérique ; approche numérique de la création artistique ; approches numériques du patrimoine ; co-apprentissage ; co-enseignement ; collections virtuelles ; crédibilité et vérification de l’information en ligne ; démocratie et débats citoyens dans le contexte numérique ; dispositifs immersifs et nomades ; données ouvertes et données liées ; éco-conception des technologies et services numériques ; école numérique et territoire connecté ; **économie et marchés numériques** ; éducation aux médias ; **enseignement à distance** ; entreprise digitale ; environnement immersif (**école, classe**, outil) ; **environnements informatiques pour l’apprentissage humain** ; exposition numérique ; formation aux technologies numériques ; gouvernementalité numérique / algorithmique ; histoire des mathématiques ; humanités numériques ; industries culturelles et créatives ; **innovation pédagogique** ; **jeux sérieux et ludification** ; littératie numérique ; médiations culturelles et numériques ; modélisation des connaissances ; modélisation mathématique des systèmes sociaux ou socio-économiques ; musique assistée par ordinateur ; numérique éthique ; numérique et transformation des pratiques de recherche et de savoir ; patrimoine nativement numérique ; personnalisation et adaptation à l’apprenant ; personnalisation de contenus ; quantification de soi ; recours aux données massives et nouvelles capacités d’analyse ; réduction de la fracture numérique ; restitution 3D ; scénarisation pédagogique ; sciences du comportement ; sciences humaines et sociales computationnelles ; société numérique et innovation ; usages et pratiques sociales numériques ; usages et régulation de l’Intelligence Artificielle. ## From the whole previous discussion, are you able to synthetize ? First, make a synthesis of the project of development including the two aspects of development : First a minimal product for direct user and an API, and second the components of the POC. ### **1. Development of Minimal Viable Product (MVP):** **A) Direct User Interface:** - **Clean and Intuitive Design**: Focus on ease of use for picking and solving problems, and receiving feedback. - **Exercise Execution**: User should be able to select a problem, attempt it, submit an answer, and receive feedback. - **Gamification Integration**: - Integrate the prototype gamification elements directly into the exercise flow. - Offer visual rewards (badges, icons) upon completion or achievement. - Progress indication: Display progress within a set or topic (e.g., "Problem 3 of 10"). **B) API Development for Integration with Platforms:** - **Modularity**: Design the tool such that specific features or modules can be offered to platforms based on their needs. - **Granular Data Provision**: Offer detailed data on user performance, time taken, common mistakes, and more to integrate with platforms' analytics. - **Customizability**: Allow for certain UI/UX elements to be adjusted by platforms to maintain consistency with their design. ### **2. Proof of Concept (POC) Components:** **A) Core Functionality Showcase**: - Demonstrate the unique feedback system, highlighting how it's different and better than competitors. - Allow users to search for exercises, attempt them, and receive actionable feedback. **B) Gamification Elements**: - Offer a rudimentary or prototype version of gamification elements. If a full integration is challenging, display a demo or static progress bar to convey the idea. **C) Data Rendering**: - After a set of problems, showcase a mini report to potential partners or investors, indicating user performance, areas of struggle, etc. - Highlight the potential of the data collected even if the full extent isn't shown. **D) Presentation & Clarity**: - While the kernel and its operations are the core, ensure the UI/UX is polished enough that it doesn't detract from the experience. - Make sure users and potential investors can clearly distinguish between the functionality of the kernel and the UI/UX. By focusing on these key components for the MVP and the POC, you'll be well-equipped to demonstrate the value proposition of your tool, both to direct users and potential platform partners. ### A faire pour le POC: L'objectif du POC est de présenter comment ebop s'insère dans un outil standard. Ainsi, on représente qq pages d'un outil standard qui contient les pages ebop (qu'il faut paufiner). Il s'agit aussi de bien définir les fonctionalités attendues d'ebop, ce qui va déterminer les collaborations futures. Ainsi, le POC permet de visualiser à la fois l'état de l'art d'ebop, ses évolutions attendues et donc les partenariats qu'il convient de tisser. Il permet aussi de visualiser ce qui sera offert aux clients d'ebop. Le POC permet également de communiquer sur l'état d'esprit dans lequel on conçoit son utilisation: mélange entre ludicité, sérieux, challenges, exigence. Page d'accueil - page de connexion (même si fictif) ![](https://hackmd.io/_uploads/rkQB3KEa2.png) * "Discover the Joy of Math: Play, Solve, Revel!" * "Unleashing the True Fun of Math: Every Step a Game, Every Problem a Joy." * "StepWise: Where Mathematics Meets Playful Mastery." * "Transforming Math from Routine to Revelry, Step by Exciting Step!" * "Where Math Meets Magic: Dive into a World of Playful Learning." * "Making Math a Game: Delight in Every Solution, Joy in Every Step." * "Bringing the Mathematician's Joy to Every Student: Play, Explore, Achieve." * "**Math as You've Never Felt Before: A Journey of Pleasure and Play.**" * "Ignite the Joy of Math: Gamify, Solve, Celebrate!" * "From Puzzles to Play: Experience the Delight of True Mathematical Adventure." - pour élèves seulement (cacher le bouton d'accès pour les profs mais qu'il soit quand même présent) - faire une page plus complète

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