Sex Education
Game
3 documents in the library are about Sex Education, from writers such as European Conference on Games Based Learning (ECGBL), IFIP International Conference on Entertainment Computing (ICEC) and Kinephanos. Each has a summary and key insights with the page they come from.
Connections
Each row is a game or company named alongside Sex Education, each column a document, oldest first. A mark means that document names it. Select a row to see those documents.
Documents about Sex Education
Club Illico à la conquête des ados: Production de teen series québécoises
Using textual analysis, narratological analysis and critical discourse analysis of two series, L'Académie (2017-2020) and La Dérape (2018-2020), each of which ran for three seasons, the authors study their gender-related discourse and narrative structure.
- The authors argue that the counter-stereotypical intent of the two series leads to a reproduction of a relatively classic narrative structure, with romance as the central axis of their syntax.
- L'Académie opens with a 'no romance' pact among its three female leads, yet the authors note that the school becomes co-ed and that most arcs concern boys and romantic relationships.
- The authors state that the series' queer representation is marginal, and they describe the portrayal of Cathie's same-sex attraction in La Dérape as an instance of queerbaiting.
Students' Learning Experience in Online Games-Based Sex Education in Thai Secondary Schools
This study investigates the efficacy of a digital Games-Based Learning (GBL) module in delivering Comprehensive Sex Education (CSE) to Thai secondary school students, aiming to address the shortcomings of traditional, teacher-centric methods that have contributed to high teenage pregnancy rates and rising STIs in Thailand.
- A games-based learning module on sexual harassment and abuse prevention, tested with 1,152 Grade 7 students across six secondary schools in northern Thailand, produced significantly higher post-test scores than traditional instruction.
- Gains appeared across all six levels of Bloom's Taxonomy, but were strongest in remembering and analysing and weakest in understanding, applying, and evaluating.
- The game reliably strengthened recall and analytical reasoning, yet was less effective at developing skills requiring transfer of knowledge to real-life situations or reasoned judgment.
Culturally Sensitive Computer Support for Creative Co-authorship of a Sex Education Game
The authors describe a computer-supported game authoring system that lets educators co-author a web quiz game, "What is it?", for teaching sex education.
- The authors state that teachers' ability to co-author game content was considered beneficial by most teachers, allowing tailoring to different students.
- Almost all teachers used part of the software's clue suggestions to create their own clues, and the suggestions were generally accepted.
- Of five teachers in the questionnaire, four rated the game creation process as easy, while one teacher found it hard.
Companies behind it
As the documents state it.
