This article consists of four sections: (1) the problems associated with asthma in the province of Québec and across Canada; (2) the theoretical framework for the learning enhanced by our online educational game entitled Asthme: 1,2,3 … Respirez! ( Asthma: 1,2,3 … Breath!), created by adapting the popular board game Parcheesi, and intended for students in a senior secondary school health education program (14 to 18 years old); (3) the methods employed, including a description of the educational game, the quasi-experimental research protocol, the sample, the variables being studied, the measurement instruments, the pilot study, the procedures, and the data analysis; and (4) the results of the study and discussion of the results. The results of the paired t-tests showed significant improvements in a variety of cognitive skills after students played the game on laptops in their classrooms for 40–60 minutes. No differences were found between males and females. These results are encouraging for teachers who wish to use educational digital games in their classrooms.