TY - GEN
T1 - The impact of an online educational game on knowledge and attitudes
AU - Kaufman, David
AU - Sauvé, Louise
AU - Renaud, Lise
PY - 2011
Y1 - 2011
N2 - This study examined the impact of an online educational game on knowledge and attitudes around the topic of asthma. Asthma is one of the more prevalent chronic diseases in Canada, affecting more than 10% of the population. The consequences of this disease are numerous and the human and socio-economic costs that result from this are enormous. Starting from the popular board game Parchesi, an online game was created for a senior secondary school health education program for students between the ages of 15 and 17. The sample comprised 135 secondary school students in British Columbia and Quebec, attending school in the French language. Two measurement instruments were used at different points in this experiment. Prior to the experiment, a questionnaire asking about knowledge and attitudes regarding asthma was administered one week before playing the game. After the experiment, the pre-test questionnaire was re-administered during the week after the experiment in order to determine changes in knowledge and attitudes as a result of playing the game. The results of the experimental study were positive as statistically significant gains were made from pre-test to post-test on knowledge acquisition and attitudes. These results provide support for using this genre of videogame in education. Also, regarding the ergonomics of the game, the results showed that students had a very high level of appreciation for the design, userfriendliness, and readability of the game.
AB - This study examined the impact of an online educational game on knowledge and attitudes around the topic of asthma. Asthma is one of the more prevalent chronic diseases in Canada, affecting more than 10% of the population. The consequences of this disease are numerous and the human and socio-economic costs that result from this are enormous. Starting from the popular board game Parchesi, an online game was created for a senior secondary school health education program for students between the ages of 15 and 17. The sample comprised 135 secondary school students in British Columbia and Quebec, attending school in the French language. Two measurement instruments were used at different points in this experiment. Prior to the experiment, a questionnaire asking about knowledge and attitudes regarding asthma was administered one week before playing the game. After the experiment, the pre-test questionnaire was re-administered during the week after the experiment in order to determine changes in knowledge and attitudes as a result of playing the game. The results of the experimental study were positive as statistically significant gains were made from pre-test to post-test on knowledge acquisition and attitudes. These results provide support for using this genre of videogame in education. Also, regarding the ergonomics of the game, the results showed that students had a very high level of appreciation for the design, userfriendliness, and readability of the game.
KW - Asthma
KW - Attitudes
KW - Educational game
KW - Knowledge acquisition
KW - Learning
UR - https://www.scopus.com/pages/publications/84904757840
M3 - Conference contribution
AN - SCOPUS:84904757840
SN - 9781622766727
T3 - Proceedings of the International Conference on e-Learning, ICEL
SP - 173
EP - 182
BT - 6th International Conference on e-Learning 2011, ICEL 2011
PB - Academic Conferences Limited
T2 - 6th International Conference on e-Learning 2011, ICEL 2011
Y2 - 27 June 2011 through 28 June 2011
ER -