Using an Educational Online Game to Stimulate Learning

Using an Educational Online Game to Stimulate Learning

Louise Sauvé
ISBN13: 9781615207138|ISBN10: 1615207139|ISBN13 Softcover: 9781616923167|EISBN13: 9781615207145
DOI: 10.4018/978-1-61520-713-8.ch009
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MLA

Sauvé, Louise. "Using an Educational Online Game to Stimulate Learning." Gaming for Classroom-Based Learning: Digital Role Playing as a Motivator of Study, edited by Young Kyun Baek, IGI Global, 2010, pp. 138-158. https://doi.org/10.4018/978-1-61520-713-8.ch009

APA

Sauvé, L. (2010). Using an Educational Online Game to Stimulate Learning. In Y. Baek (Ed.), Gaming for Classroom-Based Learning: Digital Role Playing as a Motivator of Study (pp. 138-158). IGI Global. https://doi.org/10.4018/978-1-61520-713-8.ch009

Chicago

Sauvé, Louise. "Using an Educational Online Game to Stimulate Learning." In Gaming for Classroom-Based Learning: Digital Role Playing as a Motivator of Study, edited by Young Kyun Baek, 138-158. Hershey, PA: IGI Global, 2010. https://doi.org/10.4018/978-1-61520-713-8.ch009

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Abstract

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.

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