Using Educational Online Game to Stimulate Learning

Chapitre de livre


État de publication: Publiée (2010 )

Titre du livre: Gaming for Classroom-Based Learning: Digital Role Playing as a Motivator of Study

Éditeur: IGI Global


Intervalle de pages: 138-158

Résumé: Digital games are increasingly being seen as effective learning resources. This is especially true because of how society is being transformed by the technological revolution, with adolescents as the key players in this transformation. In order to diversify teaching methods, schools in Quebec have been experimenting with educational games. This chapter reports on research that was based on a single group, pretest-posttest design. The findings showed that the online game STIs: Stopping the transmission, supported learning in terms of structuring of knowledge and integration of information for youth between the ages of 14 and 15. Several recommendations for further research have been made in the discussion.