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Similarities and differences between "learn through play" and "edutainment
- Proc. IE 2006, ACM Press
, 2006
"... The idea of integrating education and entertainment can be widely observed over the last few decades. Recently, two commonly known terms when referring to combining learning and entertainment are “learn through play ” and “edutainment”. The objective of this paper is to present an investigation into ..."
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The idea of integrating education and entertainment can be widely observed over the last few decades. Recently, two commonly known terms when referring to combining learning and entertainment are “learn through play ” and “edutainment”. The objective of this paper is to present an investigation into the similarities and differences of these two terms. This includes definitions, applications, and discussions from different point of views. The results of the study found that “learn through play ” and “edutainment ” are important areas that both use entertainment activity for learning. Learn through play is a much broader term in fun activity while edutainment relies heavily on technology, especially computer games. They are effective teaching strategy both inside and outside school. This paper also shows their success so far and could provide some guidelines in future research in this field.
Educational Computer Games for Malaysian Classrooms: Issues and Challenges
- Asian Social Science
, 2012
"... This paper proposes the implementation of educational computer games in Malaysian classrooms. Local research has found that Malaysian students are familiar with computer games but the implementation of computer games as teaching and learning aids in the classroom has yet to be carried out. In review ..."
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This paper proposes the implementation of educational computer games in Malaysian classrooms. Local research has found that Malaysian students are familiar with computer games but the implementation of computer games as teaching and learning aids in the classroom has yet to be carried out. In reviewing this topic, the authors refer to the chemistry classroom as the case in point. The paper examines the issues and challenges faced by education stakeholders in designing and implementing educational computer games for Malaysian classrooms. Three main issues to be discussed here are the issues of: (i) the available educational computer games in the market and whether they are suitable to be used in Malaysian classrooms, (ii) the factors that ought to be considered in adapting and designing an educational computer game to be used in Malaysian classrooms and (iii) the barriers which hinder the implementation of educational computer games in Malaysian classrooms. The authors further propose an educational computer game design model for Malaysian classrooms. The model grasps the important issues and challenges discussed, depicting the factors to be considered during the planning and designing phases of an educational computer game. The paper concludes by encouraging local and international researchers to further explore the diverse scope of the computer game niche especially in the context of the local education
E-learning policy and the 'transformation ' of schooling: a UK case study.
"... This article provides a critical review of ICT and e-learning policy in the UK from the foundation of the National Grid for Learning in 1997 to the current time. It outlines the key strands of policy and critically reviews the economic, political and social context in which policy has been formed an ..."
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This article provides a critical review of ICT and e-learning policy in the UK from the foundation of the National Grid for Learning in 1997 to the current time. It outlines the key strands of policy and critically reviews the economic, political and social context in which policy has been formed and implemented. E-learning policy in the UK is associated with the large scale funding of projects, major curricular intervention and a teacher development programme which seeks to address the needs of all new and serving teachers. Perspectives on e-learning and their potential for levering positive change in schools equate directly to the interests of various stakeholder groups inside and outside the wider educational establishment and those who form a part of the broadly based 'community of practice ' concerned with the use of ICT in schools. Much of the debate associated with applying ICT in schools has focused on the types of technology to be used, the degree of access to technology and the manner in which it can be integrated into current organizational frameworks. This article seeks to focus attention not on the technologies which have flowed into UK schools but on the issues which have comprised the policy environment and have significantly impacted on the degree to which e-learning initiatives have achieved the 'transformation ' predicted when the foundations of the National Grid for Learning were laid.
CONCEPTUAL FRAMEWORK OF EDUTAINMENT ANIMATED SERIES FOR CHILDREN: A PIOUS STORY
"... ABSTRACT The objective of this study was to develop a conceptual framework for edutainment animated series for children taking into consideration a pious story. The conceptual framework has been designed and considered as the first step to ensure attainment of the edutainment animated series. Nowad ..."
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ABSTRACT The objective of this study was to develop a conceptual framework for edutainment animated series for children taking into consideration a pious story. The conceptual framework has been designed and considered as the first step to ensure attainment of the edutainment animated series. Nowadays, multimedia technology plays an important role to deliver the desired information. Animation is one of the ways used to educate children. Most animations have been brought in which implicitly deliver negative values such as violence and aggressiveness. Due to this factor, local animated series is crucial to be produced to suit with the local moral values. The pious story has been selected and designed to provide the children with the good moral values to be practiced by a good Muslim. Expert review has been conducted with two experts to validate the component in the conceptual framework. The instrument used is questionnaire with 5.00 point Likert scale. The result shows the elements in the conceptual framework are successfully implemented with overall means are above 4.00 of Likert Scale score. The designed framework could be serving as a catalyst to promote good moral value for animated series which could be used worldwide to develop Islamic edutainment.
An Unusual Educational Game: Learning to Communicate?
"... It is posted here for your personal use. No further distribution is permitted. ..."
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It is posted here for your personal use. No further distribution is permitted.
Edutainment Animated Folktales Software to Motivate Socio-Cultural Awareness
"... Abstract:-This paper discusses the design and development of an animated folk tales edutainment software to motivate socio-cultural awareness among children and adolescents. One application of multimedia technology is in edutainment, which includes animated cartoon, animation movies and digital game ..."
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Abstract:-This paper discusses the design and development of an animated folk tales edutainment software to motivate socio-cultural awareness among children and adolescents. One application of multimedia technology is in edutainment, which includes animated cartoon, animation movies and digital games. Edutainment software can be used to tutor specific subjects, or to change behavior by engendering specific socio-cultural attitudes, such as to address health and social issues of substance abuse or HIV/AIDS and cancer. Animation can also be used as one approach to digital storytelling to encourage literacy. However, some popular animations promote negative behaviors such as alcohol and tobacco use besides causing some neuropsychological problems to children. Therefore there is a need for research to develop well designed animation software with good story plots and local socio-cultural values for educating as well entertaining our children. The objective of this research is to develop and evaluate an edutainment animation software based on a Malay folk story to motivate socio-cultural awareness among schoolchildren and adolescents. This research also hopes to help popularize folk stories among the younger generation besides inculcate good reading habit among adolescents. Key-words:- Edutainment, 2D animation, socio-cultural values, multimedia application software. 1
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"... for life are mandatory subjects for Thai students to finish their primary school studies. Regarding the unsatisfied result of the annual assessment, there are many students fail those subjects every year. This paper thus proposes the educational computer game to enhance learning of English language, ..."
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for life are mandatory subjects for Thai students to finish their primary school studies. Regarding the unsatisfied result of the annual assessment, there are many students fail those subjects every year. This paper thus proposes the educational computer game to enhance learning of English language, Mathematics and Sciences subjects. The proposed game employs the concept of collaborative learning integrated into the game to promote the better understanding of contents and the familiarization of team work experience, while the players are still filled with the joy and the challenge. The proposed game is designed as a multi-players online game. All players compete among each other to be a leader and conduct the game along with help from team members to achieve the goal. The developed game is evaluated with 2 aspects including the learning efficiency and the satisfaction of students. The empirical study is conducted with 100 students from 3 different primary schools in Chiang Rai, Thailand. These students are divided into 2 groups including the group playing game individually and collaboratively respectively. The first group has 25 students while the second group has 15 groups with 5 students per each. The results reveal that, the students playing game collaboratively can achieve higher learning efficiency than the students playing game individually. Moreover, the collaborative game obtains Good satisfaction level by the students.
Learning and Experience: Teaching Tangible Interaction
"... This paper shares our learning and teaching experiences carried out during a course of Interactive Communication Project delivered at the Department of Design, IIT Guwahati (India). The course focused on tangible user interaction and edutainment and enrolled diverse mix of undergraduate and graduate ..."
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This paper shares our learning and teaching experiences carried out during a course of Interactive Communication Project delivered at the Department of Design, IIT Guwahati (India). The course focused on tangible user interaction and edutainment and enrolled diverse mix of undergraduate and graduate students. The course was conducted as a