Making the teaching of economics more fun in secondary schools: a case study with a teacher and his 34 students

Authors

DOI:

https://doi.org/10.5007/2175-795X.2021.e67368

Abstract

The objective of this study was to grasp the inherent advantages of using the educational app FinÉcoLab, developed by the Center for Interuniversity Research and Analysis of Organizations (CIRANO). The results of the case study show that the educational game has a great number of educational advantages. Indeed, 29 advantages were listed by the teacher, and 23 by the students. Overall, this study points out that what seems to be absolutely exceptional with FinÉcoLab is how it allows students to learn a range of concepts related to financial and economic education, in a playful, stimulating, meaningful, and practical context.

Author Biography

Thierry Karsenti, Université de Montréal

Canada Research Chair on Technologies in Education; 

References

Alvarez, J. (2007). Du jeu vidéo au serious game: approches culturelle, pragmatique et formelle. (Toulouse 2, Toulouse, France).

Annetta, L. A. (2008). Video Games in Education: Why They Should Be Used and How They Are Being Used. Theory into Practice, 47(3), 229-239. doi: 10.1080/00405840802153940

Association canadienne du logiciel de divertissement. (2018). Faits essentiels sur le secteur canadien du jeu vidéo. Canada: Association canadienne du logiciel de divertissement.

Baranowski, T., Baranowski, J., Cullen, K. W., Marsh, T., Islam, N., Zakeri, I., Demoor, C. (2003). Squire’s Quest!: Dietary outcome evaluation of a multimedia game. American Journal of Preventive Medicine, 24(1), 52-61.

Berry, V. (2011). Jouer pour apprendre: est-ce bien sérieux? Réflexions théoriques sur les relations entre jeu (vidéo) et apprentissage. La revue canadienne de l’apprentissage et de la technologie, 37(2).

Boutonnet, V. (2013). Les ressources didactiques : typologie d’usages en lien avec la méthode historique et l’intervention éducative d’enseignants d’histoire au secondaire. (Université de Montréal, Montréal, Canada). Repéré à https://papyrus.bib.umontreal.ca/xmlui/handle/1866/10105

Boyle, E. A., Hainey, T., Connolly, T. M., Gray, G., Earp, J., Ott, M., Pereira, J. (2016). An update to the systematic literature review of empirical evidence of the impacts and outcomes of computer games and serious games. Computers & Education, 94, 178-192. doi: https://doi.org/10.1016/j.compedu.2015.11.003

Clark, D. B., Tanner-Smith, E. E. et Killingsworth, S. S. (2016). Digital games, design, and learning: A systematic review and meta-analysis. Rev Educ Res, 86(1), 79-122.

Dewey, J. (1983). Démocratie et éducation: introduction à la philosophie de l'éducation. L'Age d'homme.

Eisenhardt, K. M. (1989). Building theories from case study research. Academy of management review, 14(4), 532-550.

Gouvernement du Québec (2018). Programme de formation de l’école québécoise (enseignement secondaire): Éducation financière, cinquième secondaire. Québec, Canada: Gouvernement du Québec. Repéré à http://www.education.gouv.qc.ca/fileadmin/site_web/documents/education/jeunes/pfeq/PFEQ_education-financiere_2018.PDF

L'Écuyer, R. (1990). Méthodologie de l'analyse développementale de contenu: méthode GPS et concept de soi. Québec, Canada: Presses de l'Université du Québec.

Merriam, S. B. (1988). Case study in education: A qualitative approach: San Francisco, CA: Jossey-Bass.

Miles, M. B. et Huberman, A. M. (2003). Analyse des données qualitatives. De Boeck Supérieur.

Mucchielli, R. (1996). L'observation psychologique et psychosociologique. Esf Editeur.

OCDE. (2005). Pour de meilleures compétences financières: principes, programmes et bonnes pratiques: OCDE.

OCDE. (2015). National strategies for financial education: OECD/INFE Policy Handbook. Dans OCDE (dir.): OCDE.

Piaget, J. (1959). La formation du symbole chez l'enfant - imitation, jeu et rêve - image et représentation. (2e éd.). Suisse: Delachaux et Niestlé.

Rosser, J. C., Lynch, P. J., Cuddihy, L., Gentile, D. A., Klonsky, J. et Merrell, R. (2007). The Impact of Video Games on Training Surgeons in the 21st Century. Archives of Surgery, 142(2), 181-186. doi: https://doi.org/10.1001/archsurg.142.2.181

Shaftel, J., Pass, L. et Schnabel, S. (2005). Math Games for Adolescents. TEACHING Exceptional Children, 37(3), 25-30. doi: doi:10.1177/004005990503700304

Squire, K. (2003). Video Games in Education. Computers in Entertainment, 2(1), 49-62. doi: 10.1145/950566.950583

Stake, R. E. (1994). Case study: Composition and performance. Bulletin of the Council for Research in Music Education, 31-44.

Stake, R. E. (1995). The art of case study research. Californie, États-Unis: Sage Publications.

Winnicott, D. W. (1975). Jeu et réalité : l'espace potentiel. (Traduit par C. Monod & J. B. Pontalis). Paris, France: Gallimard.

Yin, R. K. (1994). Discovering the future of the case study. Method in evaluation research. Evaluation practice, 15(3), 283-290.

Youthography. (2009). Youth Financial Literacy Landscape. Repéré à http://www.getsmarteraboutmoney.ca/Investor-research/Documents/ief-youthfinancial-literacy-landscape.pdf

Published

2021-02-23

How to Cite

Karsenti, T., & Parent, S. (2021). Making the teaching of economics more fun in secondary schools: a case study with a teacher and his 34 students. Perspectiva, 39(1), 1–18. https://doi.org/10.5007/2175-795X.2021.e67368

Issue

Section

Dossiê APPrendizagem na Era Digital: (re)conhecimentos em contexto escolar