Abstract
This article consists of four sections: (1) the problems associated with asthma in the province of Québec and across Canada; (2) the theoretical framework for the learning enhanced by our online educational game entitled Asthme: 1,2,3 ... Respirez! (Asthma: 1,2,3 ... Breath!), created by adapting the popular board game Parcheesi, and intended for students in a senior secondary school health education program (14 to 18 years old); (3) the methods employed, including a description of the educational game, the quasi-experimental research protocol, the sample, the variables being studied, the measurement instruments, the pilot study, the procedures, and the data analysis; and (4) the results of the study and discussion of the results. The results of the paired t-tests showed significant improvements in a variety of cognitive skills after students played the game on laptops in their classrooms for 40-60 minutes. No differences were found between males and females. These results are encouraging for teachers who wish to use educational digital games in their classrooms.
| Original language | English |
|---|---|
| Pages (from-to) | 409-428 |
| Number of pages | 20 |
| Journal | Journal of Educational Computing Research |
| Volume | 44 |
| Issue number | 4 |
| DOIs | |
| State | Published - 1 Jan 2011 |
| Externally published | Yes |
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