Search results for author:"Louise Sauve"
Total records matched: 9 Search took: 0.095 secs
Télé-université / SAVIE
World Conference on Educational Media and Technology 2004 (2004) pp. 4568–4573
This paper describes a new Pan-Canadian, four-year , $3million, "Simulation and Advanced Gaming Environments (SAGEs) for Learning" Collaborative Research Initiative. The researchers in this project are exploring the potential of games, simulations...
E-Learn: World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education 2002 (2002) pp. 1218–1221
Virtual virtual-barter is a Web-based strategy for `free-give-and-take' or barter of resources. The SAVIE (Societe' pour l'Apprentissage a Vie) Reseau Communautaire troc-virtuel (RCTV) project makes use of a single website and special software to...
Journal of Educational Computing Research Vol. 44, No. 4 (2011) pp. 409–428
This article consists of four sections: (1) the problems associated with asthma in the province of Quebec and across Canada; (2) the theoretical framework for the learning enhanced by our online educational game entitled "Asthme: 1,2,3 ... Respirez! ...
World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education 2009 (Oct 26, 2009) pp. 1059–1068
This full paper comprises five parts: (1) the problems associated with asthma in the province of Quebec and Canada; (2) the theoretical framework for the knowledge acquisition and attitude change enhanced by our online educational game, created by...
World Conference on Educational Media and Technology 2013 (Jun 24, 2013) pp. 654–663
Millions of students are investing significant time in playing online games. Why not use these games to promote responsible behaviours among young people? In this study, we tested the hypothesis that the introduction into a serious game of...
World Conference on Educational Media and Technology 2013 (Jun 24, 2013) pp. 228–233
: This project investigates the use of digital games to enhance seniors’ quality of life. By digital games we mean games played face-to-face or online on a computer, handheld device, or videogame machine. Our research questions are: (1) Can seniors’ ...
EdMedia: World Conference on Educational Media and Technology 2014 (Jun 23, 2014) pp. 2549–2554
What do we know about the ergonomic conditions that are needed to create an effective online educational game for seniors? Two approaches were used to establish these conditions: a comparative analysis of the literature on the subject and a survey...
EdMedia: World Conference on Educational Media and Technology 2014 (Jun 23, 2014) pp. 289–297
Maintaining older adults’ vitality, independence and quality of life well into old age helps both older adults themselves and their societies. There is evidence to suggest that technology can provide people with meaningful and engaging activities...