Academic literature on the topic 'Educational entertainment'

Create a spot-on reference in APA, MLA, Chicago, Harvard, and other styles

Select a source type:

Consult the lists of relevant articles, books, theses, conference reports, and other scholarly sources on the topic 'Educational entertainment.'

Next to every source in the list of references, there is an 'Add to bibliography' button. Press on it, and we will generate automatically the bibliographic reference to the chosen work in the citation style you need: APA, MLA, Harvard, Chicago, Vancouver, etc.

You can also download the full text of the academic publication as pdf and read online its abstract whenever available in the metadata.

Journal articles on the topic "Educational entertainment"

1

Li, Kaiyi. "Education, Entertainment, and Indoctrination." Journal of Educational Media, Memory, and Society 12, no. 1 (March 1, 2020): 24–42. http://dx.doi.org/10.3167/jemms.2020.120102.

Full text
Abstract:
This article demonstrates how educational film in interwar China served the dual purpose of mass recreation and political indoctrination. It places educational film in China in the context of Chinese tradition and the predominance of utilitarian scholarship. On the one hand, China has a long history of using mass-recreational tools in order to influence and control society. On the other hand, foreign educational films available in the early twentieth century were not attractive to Chinese audiences. Hence, the boundary between recreational and educational film at the time was ambivalent and the combination of recreation, education, and propaganda was reflected both in the phenomenon of showing educational films and in the contents of the films themselves.
APA, Harvard, Vancouver, ISO, and other styles
2

Duus Henriksen, Thomas. "Moving educational role-play beyond entertainment." Education in the Knowledge Society (EKS) 11, no. 3 (November 18, 2010): 226–62. http://dx.doi.org/10.14201/eks.7462.

Full text
Abstract:
Educational role-play has long proved an effective tool for consultants trying to develop the skills that employees are using for performing certain job functions. However, while educational role-play often is presented as an entertaining means for learning, such insistence on making learning games more gamish seems to have an inhibiting effect on designing and thinking games beyond mere skill acquisition. By emphasising the role-play based process as a conflictual negotiation between distinctive categories of knowledge, this paper presents the explorative application of knowledge, while framing the facilitation of reflective processes as the key for transcending knowledge from the game’s context to that of the participants. While pointing towards the compatibility issues between current conceptions of learning games and the facilitation of reflective processes, the paper emphasises the need for thinking the learning game as a part of a didactic design, rather than something beneficial in itself.
APA, Harvard, Vancouver, ISO, and other styles
3

Dikul, Juni, and Rosliah Kiting. "The Use of Folklore as Educational Entertainment Materials." International Journal of Social Sciences and Humanities Invention 6, no. 6 (June 28, 2019): 5521–23. http://dx.doi.org/10.18535/ijsshi/v6i6.06.

Full text
Abstract:
Folklore is an ancient story that has become a special characteristic for every nation with diversity of cultures that embraces the cultural and historical richness of the nation. Usually the characters that appear in the folklore are in the form of animals, humans or gods. Generally, these folktales tell about an incident or the origin of a place. In this study, it focuses on the use of folklore as an educational entertainment in the classroom. The main method used to collect information is through a literature review by doing research from outside and within a country that is restricted to the educational entertainment of teaching and learning only. The finding of this study is that the use of folklore as a teaching material of educational entertainment can help students in increasing their interest and focus in the classroom. In fact, according to Rosliah Kiting, (2011), the use of storybook as a medium in Kadazandusun Language teaching and learning is able to enrich the vocabulary as well as inculcating of noble values ​​that are very effective through adapting to the activities in the classroom. The use of folklore and the humorous elements encompassed in educational entertainment in the classroom will create excitement in learning sessions and the learning will be more interactive and focused.
APA, Harvard, Vancouver, ISO, and other styles
4

Ko Young Hwa. "An Educational Study on the Reality Entertainment Program." Journal of Education & Culture 23, no. 1 (February 2017): 103–22. http://dx.doi.org/10.24159/joec.2017.23.1.103.

Full text
APA, Harvard, Vancouver, ISO, and other styles
5

Киба, Михаил Павлович. "Issues of educational design of entertainment tourism zones in Sochi." Professors' Magazine. Recreation and Tourism Series 1 (February 25, 2021): 6–18. http://dx.doi.org/10.18572/2686-858x-2021-9-1-6-18.

Full text
Abstract:
The aim of the article is to consider the specific features of the educational design of entertainment tourism zones to the conditions of the resort city of Sochi. This thematic focus of design allows you to highlight the uniqueness and specificity of the image of the city, which is formed on the basis of history. For Sochi such historical basis of life activity was the sphere of sanatorium treatment. Entertainment tourism refers to more modern elements of Sochi’s resort appeal. The method of research - an integrated approach to the formation of a holistic perception of the architectural environment of the spa town by means of training design-projecting. The results of the study - the formation of new thematic areas of entertainment tourism. The conclusion - recommendations for the development of architectural and artistic programs in such areas of entertainment tourism as: event, ethnographic themes and communication type.
APA, Harvard, Vancouver, ISO, and other styles
6

Wulandari, Anak Agung Ayu. "Taman Mini Indonesia Indah: Education or Entertainment?" Humaniora 4, no. 1 (April 30, 2013): 156. http://dx.doi.org/10.21512/humaniora.v4i1.3425.

Full text
Abstract:
With combination of attractive appearance, taste, smell and sound, open air-museums can offer so many things to visitors; from educate to educate and entertain. Here, ‘edutainment’ concept starts to take place. The problem is there can be misconception between the creators and visitor’s perception. In this research, qualitative methodology, through interviews to get information form creator’s perspective and visitor survey to get information form the visitors’ perspectives were conducted with Taman Mini Indonesia Indah as the case study. The findings show that there is still misconception about education and entertainment perceptions in Taman Mini. Taman Mini has strong educational purposes, but because of ack of attractive educational programs, lack of information and interpretation and no encouragement to participate in the educational programmes, visitors considered their visits as recreational, rather than educational. In relation with postmodern phenomenon, Taman Mini can be considered as postmodern and adopting ‘edutainment’ concept, but this concept has became blur and vague, thus Taman Mini now only famous as a recreation venue.
APA, Harvard, Vancouver, ISO, and other styles
7

Лебедева, Ольга, Olga Lebedeva, Константин Лебедев, Konstantin Lebedev, Наталия Луканова, and Nataliya Lukanova. "Implementation of cultural and educational activity in tourism." Services in Russia and abroad 10, no. 4 (September 22, 2016): 71–82. http://dx.doi.org/10.12737/20184.

Full text
Abstract:
It has been established that tourism in our country largely became a type of commercial activity, opportunities to visit other countries have been opened, up-market tourism has been developed, and new forms of leisure entertainment have emerged. System analysis of domestic and foreign scientific literature has shown that the cultural and educational potential of tourism is realized not enough in Russia. Development of appropriate structural and functional model of the implementation of cultural and educational tourism potential is possible through the integration of a number of theoretical and applied experience in the neighboring areas, namely in the history and theory of cultural and entertainment activities and organization of tourism activity. The assumption about the feasibility of functional integration of the two certain systems (cultural and educational, and commercial) is made in the article. This assumption actualizes the problem of determining the specifics of this integration, argues its theoretical basis and identifies functional mechanisms of serviceology. Within the framework of pilot study verification of the structural-functional model of tourism development in three aspects was carried out. The first and second aspects, organizational-managerial, and functional, are connected with decision through the entertainment programs, advertising and PR activities, and cultural and educational events. The third aspect, organizational and educational, consists in integration of cognitive-educational, entertainment and recreational leisure functions.
APA, Harvard, Vancouver, ISO, and other styles
8

Mohamed Khalifa Gawi, Elsadig. "Using Language Entertainment Activities to Enhance University Students’ English Vocabulary at Albaha University." International Journal of Applied Linguistics and English Literature 9, no. 4 (July 31, 2020): 109. http://dx.doi.org/10.7575/aiac.ijalel.v.9n.4p.109.

Full text
Abstract:
Few studies have considered the use of entertainment activities in teaching foreign languages. The significance of the present study emerges from handling the use of educational entertainment activities as a strategy to improve Saudi university students’ vocabulary learning. The current study aim is to explore the use of entertainment activities in enhancing the students’ vocabulary at Albaha University. A pretest and posttest are administered to a sample of 20 junior students, enrolled in English courses in the College of Science and Arts in Almandaq, as the study participants. A quasi-experimental approach, that involves the study of the experimental group (n=10) and control groups (n=10), applies in the current study. The study uses SPSS to analyze the data. The findings of the study reveal that the use of entertainment activities has a statistically significant impact on improving the students’ vocabulary. Also, they show that entertainment activities in the educational process help to motivate the learner to interact with the educational material and with other learners in the learning situations. Accordingly, it is recommended that increasing the extent of using entertainment activities helps in enhancing the junior students’ vocabulary learning as an effective teaching strategy. In terms of the study findings, It is conclued that the application of the entertainment activities enables teachers and learners to pinpoint such activities in building university students’ vocabulary and other language skills.
APA, Harvard, Vancouver, ISO, and other styles
9

Tashkinova, O. A., and A. O. Kalinina. "Organization of leisure practices of student youth in higher education institutions." Науково-теоретичний альманах "Грані" 21, no. 11 (December 27, 2018): 47–53. http://dx.doi.org/10.15421/1718151.

Full text
Abstract:
The Subject: Organization of entertainment practices for students’ youth at higher educational institutions. Summary. The article deals with the analysis of the peculiarities of organization of entertainment practices of students youth at the institutions of higher education. It is noted that proper organization of entertainment of those who get higher education is an important task at today’s stage of development of the contemporary society. Attention is paid to the fact that higher educational institutions are to become one of the principal subjects of organization of students’ living space, not only at tuition time but also during free time. Students do need some qualitative and meaningful leisure, oriented, first and foremost at personal and professional development of youthАbstract. Introduction. Organization of educational and tuition process at higher school must correspond to the requirement of time, as well as the requirements and needs of the students. Both organization of the process of tuition at higher school and how students spend their free time acquire some importance. The task of higher educational institutions is to set up such entertainment practice for their students, which will develop personality and promote the required professional competences, increasing the level of youth competitive strength on the contemporary labour market. Analysis of publications. A lot of investigations may be found in pedagogics, devoted to youth education at higher educational institutions, particularly, the works by such scholars, as G. Averyanov, B. Vulfov, A.Davidyuk, R.Kapralov, A Nikitin , to name but a few. At the same time the system of development of entertainment practices within the framework of educational work at higher educational institutions is yet to be theoretically and technologically substantiated. Purpose. The objective of the work is to analyze the peculiarities of social and educational work in respect of forming various entertainment practices for students’ youth, including those for volunteers at higher educational institutions. Results. Students’ youth is a special social and demographic group. Entertainment time of this group is very often dedicated to an intercourse in youth groups, companies of the same age, or in social network. Negative revelations, occuring in the domain of entertainment often happen due to its bad organization, hence, the need to define the ways of regulating the leisure sphere of youth activity. According to the results of the social research “The city as students see it”, performed at Priazovskyi State Technical University SHEI in November 2017 the students need qualitative and meaningful leisure, with orientation on personal and professional development of the younger generation. So, the activities of higher educational institutions in this direction seem to be of special importance. The university spares no efforts for its students to be able to spend their free time being busy with some useful and interesting matters, including those, connected with volunteers’ movement. Conclusions. The contemporary conditions of the society’s development require implementation of new forms of educational activity at higher educational institutions. Volunteering could be one of such forms. Such activities allow generating some important traits, like tolerance, humanism, activity, initiative and creativity in students’ youth. Still, it can be realized only in case of correctly organized and controlled process. Volunteers’ activity and other entertainment practices of students’ youth ought to be organized and managed by the educational institution within the framework of fulfillment of the plan of educational work.
APA, Harvard, Vancouver, ISO, and other styles
10

Yu., Filipchuk, and Kubai R. "DESIGN RESULTS OF CULTURAL AND EDUCATIONAL, THEATRICAL AND ENTERTAINMENT BUILDINGS." Architectural Studies 6, no. 1 (September 1, 2020): 143–48. http://dx.doi.org/10.23939/as2020.01.143.

Full text
Abstract:
theatrical and entertainment buildings, designed by teachers and students of the Department of architectural environmental design, Institute of Architecture, National University of Lviv Polytechnic. Nowadays, the theater architectural industry in Ukraine that specializes in youth audiences and students has no clear answer to the question of what the architecture of contemporary theater for children and young people should be and what functional colors and scenographic palette it should include. The theatrical architecture of buildings for children and youth in modern Ukraine continues to be a copy of the building since the Soviet Union. At the beginning of the 21st century nothing new appeared except analogs of the Theater of Young Spectators and the Puppet Theater of the former era. The analysis of more than 25 projects of all ranks has shown that most of them are based not only on the ideas of architects of the second half of the twentieth century but also those that made up a network of cultural and educational, theatrical and spectacular buildings in the former USSR. However, in recent years the projects of the Lviv School of Architecture, and especially after the creation of the Department of Architectural Environmental Design, have changed direction towards finding solutions for the architecture of the future. Evidence of the results of both educational, competitive design and the creation of special courses that reanimate the ideas of the architecture of futurists of the twentieth century - F. Kiesler, I. Leonidov and other architects of futurists in the applied sphere A. Quarmby, K. Tange, B. Fuller and those engaged in the search for architecture, which is at least partially called the architecture of the future - G. Holmin, Wolf D. Prix, G. Krieger. The materials of the article highlight the main principles of designing cultural and educational, theatrical, and entertainment centers in the 21st century. The author outlines the factors that continue to harm the future development of cultural and educational, theatrical, and entertainment centers in Ukraine. Highlighted experience of designing search, educational and competition projects on the example of the activity of the Department of architectural environmental design proves that it can find application in the applied architectural and construction industry of the country as a whole.
APA, Harvard, Vancouver, ISO, and other styles
More sources

Dissertations / Theses on the topic "Educational entertainment"

1

Nelson, Jackie M. "Sexually Objectifying Microaggressions in Film: Using Entertainment for Clinical and Educational Purposes." Antioch University / OhioLINK, 2019. http://rave.ohiolink.edu/etdc/view?acc_num=antioch1564418191011389.

Full text
APA, Harvard, Vancouver, ISO, and other styles
2

Payne, Melissa Alyece. "Toujours Le Choix| The Role of Entertainment Education in Radicalization Prevention." Thesis, The American University of Paris (France), 2019. http://pqdtopen.proquest.com/#viewpdf?dispub=13871602.

Full text
APA, Harvard, Vancouver, ISO, and other styles
3

COSTA, LEANDRO DEMENCIANO. "WHAT THE ENTERTAINMENT GAMES HAVE THAT THE EDUCATIONAL GAMES DO NOT HAVE: PRINCIPLES TO PROJECT EFFICIENT EDUCATIONAL GAMES." PONTIFÍCIA UNIVERSIDADE CATÓLICA DO RIO DE JANEIRO, 2008. http://www.maxwell.vrac.puc-rio.br/Busca_etds.php?strSecao=resultado&nrSeq=11728@1.

Full text
Abstract:
PONTIFÍCIA UNIVERSIDADE CATÓLICA DO RIO DE JANEIRO
Determinar a diversão e o entretenimento como prioridades de projeto de um jogo com finalidade pedagógica parecia um tanto incoerente. Mas esta decisão nasceu da percepção de que jogos de entretenimento, que divertem e entretêm seus jogadores, funcionam muito bem em ambientes de ensino e aprendizagem - isto é notável no RPG e no Xadrez, por exemplo. Deste desafio, nasceu um jogo com fim pedagógico - A Dama da Música - que se mostrou mais efetivo que muitos jogos projetados com este objetivo. Isto confirmou a percepção inicial e reforçou uma hipótese a respeito dela, motivando a pesquisa desenvolvida na presente dissertação. Apoiando-se fundamentalmente na ótica estruturalista da Gestalt, com Max Wertheimer e Kurt Lewin, e com o respaldo de Jean Piaget, iniciou-se uma investigação sobre casos onde a aplicação de jogos de entretenimento para fins pedagógicos produziu resultados muito acima da média dos jogos projetados com este objetivo. Guiada pela pergunta: O que os jogos de entretenimento têm que os jogos com fins pedagógicos não têm? a pesquisa desenvolveu-se por meio do estudo detalhado de jogos existentes no mercado que têm fins pedagógicos declarados. Realizou-se, também, uma análise do projeto A Dama da Música com a finalidade de compreender o método projetual realizado.
Determining fun and entertainment as priorities of a educational game project was a little bit incoherent. However, this decision has its source in the well function perception of the entertainment games, which give its players amusement and entertainment, in an educational environment - it can be realized in RPG games and Chess, for example. This challenge resulted in a educational game - A Dama da Música - which is more effective than many other games with the same purpose. This fact confirmed the initial perception and reinforced a hypothesis about it, motivating the research that is developed in this paper. Based on the Gestalt structuralist view, defended by Max Wertheimer and Kurt Lewin, and according to Jean Piaget`s endorsement, an investigation about the cases where the use of entertainment games for pedagogical purposes produced results much better than the average produced by the games projected to this objective was started. Guided by the question: What the entertainment games have that the educational games do not have?, the research was developed through a detailed study of the games that have pedagogical purposes. An analysis of the project A Dama da Música was also developed in order to understand the method used on its project.
APA, Harvard, Vancouver, ISO, and other styles
4

Karlsson, Tobias. "MOTIVATION AND LANGUAGE LEARNING IN ENTERTAINMENT GAMES : The Impact of Instructions." Thesis, Högskolan i Skövde, Institutionen för kommunikation och information, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-8251.

Full text
Abstract:
This article strives to investigate the importance of instructions when using an entertainment game for language learning, and evaluate how instructions affect learning outcome and motivation. To narrow down the case study only one game and language was chosen, namely the popular entertainment game ‘Sly Cooper: Thieves in Time’ (Sanzaru Games, 2013) in Dutch. Eighteen test subjects were split into three groups, one group got no prior instructions to playing, one got basic instructions and the last got thorough instructions. They then played part of the game to afterwards answer questions regarding motivation and take a language test containing words and phrases from the game. The study showed a significant increase in language learning correlated to the increase of instructions, meanwhile also presenting a significant result indicating that instructions might have a positive effect on motivation when using ‘Sly Cooper: Thieves in Time’ to teach language.
APA, Harvard, Vancouver, ISO, and other styles
5

MacKinnon, Emily Margaret. "Music as an educational tool for HIV/AIDS : a comparative study." Thesis, University of British Columbia, 2008. http://hdl.handle.net/2429/1537.

Full text
Abstract:
This thesis is a critical comparative study of the ways in which music is being used as an educational tool for HIV/AIDS in Sub-Saharan Africa, Brazil, India, China, the U.S., and Canada. Music for education is an aspect of a number of academic disciplines. I introduce the principles of Entertainment-Education and Participatory Communication, which are two methods of conveying education through entertainment. Music cognition, music philosophy, ethnomusicology, sociomusicology, and communication theory offer perspectives on why music is persuasive, emotive, and mnemonic. I present analyses of music HIV/AIDS education efforts from many different regions that employ different methods of music transmission and different musical genres. Some are grassroots interventions, whereas others are large-scale, mass media efforts. I identify a number of high-level themes that emerge from the case studies: music involves the audience, music engages the emotions, music is culturally relevant, music is therapeutic and empowering, and music enhances memory. The case studies highlight a number of specific elements that significantly enhance HIV/AIDS education efforts, elements that should be applied to Canadian efforts. The initiatives that are currently taking place are remarkable, but more efforts are needed to effectively combat the AIDS pandemic.
APA, Harvard, Vancouver, ISO, and other styles
6

Almeida, Felipe Neves de. "Jogo aplicado à educação: experiência escolar com Ensino Fundamental II." Pontifícia Universidade Católica de São Paulo, 2015. https://tede2.pucsp.br/handle/handle/18187.

Full text
Abstract:
Made available in DSpace on 2016-04-29T14:23:37Z (GMT). No. of bitstreams: 1 Felipe Neves de Almeida.pdf: 4362157 bytes, checksum: e1e167b18d2cb044bf635f82cd169ad3 (MD5) Previous issue date: 2015-09-10
This dissertation approaches the problem of implementing an educational project using a game with no clear educational goals or characteristics. It s a qualitative work based on a case study. Four methods of applying games in education have been identified and several projects using one of these methods have been analyzed. The goal of this dissertation is to implement and analyze an educational project that uses said method. This work is based on know authors of the field like Edgar Morin, Jean Piaget, Lev Vygotsky, Burrhus Skinner, Jerome Bruner and David Ausubel and on the field of games applied to education there are Barbi Honeycutt, John Hopson, Ricardo Mena, Brett Shelton e Eric Zimmerman. A modern vision about traditional theories. The analyses of educational projects and theories is used to formulate a teaching plan that is applied to high school students. This case study confirms the dissertation hypothesis: Experiences that balance focus on educational content and ludic elements result in greater meaningful learning, therefore increasing the effectiveness of the learning process
A presente dissertação aborda a implementação de um jogo sem características e objetivos claramente educacionais em um processo educacional. É uma pesquisa de caráter qualitativo embasada num estudo de caso. Foram identificados quatro métodos de se utilizar jogos na educação e analisou-se uma série de projetos que utilizam esses métodos. O objetivo dessa dissertação é implementar e analisar um projeto educacional utilizando um desses métodos. A dissertação tem base em teóricos conhecidos da área como Edgar Morin, Jean Piaget, Lev Vygotsky, Burrhus Skinner, Jerome Bruner e David Ausubel e no campo dos jogos para a educação utiliza Barbi Honeycutt, John Hopson, Ricardo Mena, Brett Shelton e Eric Zimmerman. Uma visão moderna sobre autores clássicos. Essa análise de projetos e teorias educacionais é utilizada na formulação de um plano de aula que foi aplicado em alunos do sétimo ao nono ano do ensino fundamental. A análise do caso confirma a hipótese dessa dissertação: experiências que equilibram o foco entre conteúdo educacional e elementos lúdicos resultam em uma aprendizagem mais significativa, potencializando o processo de ensino-aprendizagem
APA, Harvard, Vancouver, ISO, and other styles
7

Bonetti, Marcelo de Carvalho. "As imagens em movimento e sua contribuição para o ensino das ciências físicas no Brasil - 1800 a 1960." Universidade de São Paulo, 2013. http://www.teses.usp.br/teses/disponiveis/81/81131/tde-12072013-165752/.

Full text
Abstract:
Neste trabalho pretendemos apresentar elementos históricos dos caminhos percorridos pela educação e pelos audiovisuais no Brasil, dos que vieram importados e daquelas que foram produzidas aqui e, que retrataram temas correlatos ao ensino da Física, buscando elementos desta trajetória desde o Império com a chegada ao Brasil das primeiras imagens animadas, até aqueles produzidos especificamente para projetos de ensino de Física empregados no Brasil na década de 1960. Procuramos identificar as transformações e as políticas educacionais desde o império no Brasil até a década de 1960, quando são introduzidos no Brasil os projetos de ensino de física, e neles filmes educativos especificamente realizados como parte integrante do processo de ensino. Também identificamos as transformações dos programas de ensino de física do ensino secundário no colégio Pedro II, que serviram como referência para o ensino secundário em todo País, a fim de identificar os conteúdos presentes no ensino de física e que foram tratados em audiovisuais. Dedicamos atenção ao ensino primário de ciências físicas, com especial atenção ao método intuitivo, identificando possíveis contribuições dos primeiros filmes mudos. Foram investigadas as contribuições do Instituto Nacional do Cinema Educativo para o ensino das ciências físicas, tanto aqueles temas diretamente ligados à física, como aqueles ligados à física aplicada. Por fim foram identificados filmes vinculados a projetos específicos para o ensino da física. Assim buscamos contribuir para que o estudo dos audiovisuais que divulgaram ciências físicas colabore com o melhor entendimento da educação no Brasil.
This study intends to identify elements of the historical paths taken by education and audiovisuals in Brazil, produced both inside and outside of the Country, related to physics teaching, searching for elements since the empire period with the firsts animations, until those produced in the 60`s for physics teaching in Brazil. We aim to identify the educational transformation and teaching methods, since the empire time until the 60´s, when projects for physics teaching are introduced in Brazil, along with educative movies for this specific purpose. We also identified the transformation of teaching programs at Pedro II secondary school, which were used as a reference for secondary school in the whole Country, trying to identify all contents of physics teaching that were presented in audiovisual format. We dedicated special attention for the primary physics teaching, specially related to senses education, searching possible contribution from the first\'s mute movies. The contributions of physics teaching from The National Educative Cinema Institute where also looked into, regarding to physics and applied physics. At last, movies related to physics teaching propose has also been searched. We aim that the study of audiovisuals, that helped spreading physics sciences, help with a better comprehension of education in Brazil.
APA, Harvard, Vancouver, ISO, and other styles
8

Jonsson, Sandra. "Are games more than fun? : Motivational aspects on digital games." Thesis, Linköpings universitet, Institutionen för datavetenskap, 2009. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-63288.

Full text
Abstract:
Games are increasingly becoming a powerful and effective tool for training. The use of games as a training tool increase intrinsic motivation which enhances learning. This study concerns why people play and why they continue play. The study consists of two parts; a focus group and a web questionnaire. The results suggest that people prefer playing together with others, and that they play mainly because of entertainment, fellowship and pastime. Results also show that the participants come to an agreement of five different characteristics a game must have in order for the participants to play; a pleasant game feeling  i.e.- effects like sounds, characters and environments, variation in tasks, successively increased difficulty, a exciting story and that the game must be understandable. These findings are important because these are factors that game designers must take into consider when designing training games. After all, entertainment and intrinsic motivation in games is some of the general reasons why people play and why they learn, and therefore, a game only designed for training is doomed to fail.
APA, Harvard, Vancouver, ISO, and other styles
9

McClure, Kendra M. "Hidden in plain sight : an examination of entertainment-education /." View online, 2010. http://repository.eiu.edu/theses/docs/32211131575802.pdf.

Full text
APA, Harvard, Vancouver, ISO, and other styles
10

Arnold, Nathan S. "Reexamining Deus ex Machina: Artificial Intelligence, Theater, & a New Work." Ohio University Honors Tutorial College / OhioLINK, 2019. http://rave.ohiolink.edu/etdc/view?acc_num=ouhonors1569001838298508.

Full text
APA, Harvard, Vancouver, ISO, and other styles
More sources

Books on the topic "Educational entertainment"

1

Urban Land Institute. Advisory Services. Downtown Orlando, Florida: Strategies for the development of downtown Orlando as a cultural, educational, and entertainment center. Washington, D.C. (1025 Thomas Jefferson St., N.W., Suite 500 West, Washington 20007-5201): ULI--the Urban Land Institute, 1997.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
2

Frank, Lauren B., and Paul Falzone, eds. Entertainment-Education Behind the Scenes. Cham: Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-63614-2.

Full text
APA, Harvard, Vancouver, ISO, and other styles
3

Zoos and tourism: Conservation, education, entertainment? Bristol, UK: Channel View Publications, 2011.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
4

Security, Illinois Dept of Employment. Arts & entertainment. Springfield, Ill.]: Illinois Dept. of Employment Security, 2001.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
5

Rigg, Michael. Microcomputer game design: For education and entertainment. Wilmslow: Sigma, 1985.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
6

Zhang, Xiaopeng, Shaochun Zhong, Zhigeng Pan, Kevin Wong, and Ruwei Yun, eds. Entertainment for Education. Digital Techniques and Systems. Berlin, Heidelberg: Springer Berlin Heidelberg, 2010. http://dx.doi.org/10.1007/978-3-642-14533-9.

Full text
APA, Harvard, Vancouver, ISO, and other styles
7

1965-, Scanlon Margaret, ed. Education, entertainment, and learning in the home. Buckingham [England]: Open University Press, 2002.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
8

M, Rogers Everett, ed. Entertainment-education: A communication strategy for social change. Mahwah, N.J: L. Erlbaum Associates, 1999.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
9

Seiter, Ellen. The Internet playground: Children's access, entertainment, and mis-education. New York: Peter Lang, 2005.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
10

International Centre for Diarrhoeal Disease Research, Bangladesh. Impact of an HIV/AIDS prevention entertainment education program. [Dhaka]: National AIDS/STD Programme, Directorate General of Health Services, Ministry of Health & Family Welfare, 2009.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
More sources

Book chapters on the topic "Educational entertainment"

1

Lacasa, Pilar, Laura Méndez, and Sara Cortés. "Public and Private Adolescent Lives: The Educational Value of Entertainment." In Entertainment Values, 109–29. London: Palgrave Macmillan UK, 2017. http://dx.doi.org/10.1057/978-1-137-47290-8_8.

Full text
APA, Harvard, Vancouver, ISO, and other styles
2

Kjellmo, Ivar. "Educational: 3D Design for Mobile Augmented Reality." In Entertainment Computing – ICEC 2013, 200–203. Berlin, Heidelberg: Springer Berlin Heidelberg, 2013. http://dx.doi.org/10.1007/978-3-642-41106-9_30.

Full text
APA, Harvard, Vancouver, ISO, and other styles
3

Lemos, Tiago, Teresa Romão, Nuno Correia, and Miguel Pedro. "An Educational Game About Math and Magic." In Entertainment Computing and Serious Games, 383–89. Cham: Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-34644-7_32.

Full text
APA, Harvard, Vancouver, ISO, and other styles
4

Jansen, Lisette, Betsy van Dijk, and José Retra. "A Music Educational Entertainment Environment for Preschoolers." In Fun and Games, 194–202. Berlin, Heidelberg: Springer Berlin Heidelberg, 2008. http://dx.doi.org/10.1007/978-3-540-88322-7_19.

Full text
APA, Harvard, Vancouver, ISO, and other styles
5

Giannakos, Michail N., Varvara Garneli, and Konstantinos Chorianopoulos. "Exploring the Importance of “Making” in an Educational Game Design." In Entertainment Computing - ICEC 2015, 367–74. Cham: Springer International Publishing, 2015. http://dx.doi.org/10.1007/978-3-319-24589-8_28.

Full text
APA, Harvard, Vancouver, ISO, and other styles
6

Sehaba, Karim, Pascal Estraillier, and Didier Lambert. "Interactive Educational Games for Autistic Children with Agent-Based System." In Entertainment Computing - ICEC 2005, 422–32. Berlin, Heidelberg: Springer Berlin Heidelberg, 2005. http://dx.doi.org/10.1007/11558651_41.

Full text
APA, Harvard, Vancouver, ISO, and other styles
7

de Menezes Mota, Marcos Felipe, Fagner Leal Pantoja, Matheus Silva Mota, Tiago de Araujo Guerra Grangeia, Marco Antonio de Carvalho Filho, and André Santanchè. "Analytical Design of Clinical Cases for Educational Games." In Entertainment Computing and Serious Games, 353–65. Cham: Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-34644-7_29.

Full text
APA, Harvard, Vancouver, ISO, and other styles
8

Flórez, Julián, Igor García, Iker Aizpurua, Céline Paloc, Alejandro Ugarte, Igor Jainaga, Jesús Colet, and Xabier Zubiaur. "SEITV – Interactive Multimedia Leisure/Educational Services for Digital TV in MHP." In Entertainment Computing – ICEC 2004, 248–53. Berlin, Heidelberg: Springer Berlin Heidelberg, 2004. http://dx.doi.org/10.1007/978-3-540-28643-1_32.

Full text
APA, Harvard, Vancouver, ISO, and other styles
9

Charles, Darryl, and Moira McAlister. "Integrating Ideas About Invisible Playgrounds from Play Theory into Online Educational Digital Games." In Entertainment Computing – ICEC 2004, 598–601. Berlin, Heidelberg: Springer Berlin Heidelberg, 2004. http://dx.doi.org/10.1007/978-3-540-28643-1_79.

Full text
APA, Harvard, Vancouver, ISO, and other styles
10

Oppermann, Leif, Steffen Schaal, Manuela Eisenhardt, Constantin Brosda, Heike Müller, and Silke Bartsch. "Move, Interact, Learn, Eat – A Toolbox for Educational Location-Based Games." In Advances in Computer Entertainment Technology, 774–94. Cham: Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-76270-8_53.

Full text
APA, Harvard, Vancouver, ISO, and other styles

Conference papers on the topic "Educational entertainment"

1

Bryan, Samuel J., Abraham Campbell, and Eleni Mangina. "Scenic Spheres - An AR/VR Educational Game." In 2018 IEEE Games, Entertainment, Media Conference (GEM). IEEE, 2018. http://dx.doi.org/10.1109/gem.2018.8516456.

Full text
APA, Harvard, Vancouver, ISO, and other styles
2

Omar, Nurul Nisa, Lim Yan Peng, and Tengku Putri Norishah. "Educational online games." In ACE 2015: 12th International Conference on Advances in Computer Entertainment Technology. New York, NY, USA: ACM, 2015. http://dx.doi.org/10.1145/2832932.2832973.

Full text
APA, Harvard, Vancouver, ISO, and other styles
3

Rojas, Sarah Leon, Leif Oppermann, Lisa Blum, and Martin Wolpers. "Natural Europe educational games suite." In ACE '14: 11th ADVANCES IN COMPUTER ENTERTAINMENT TECHNOLOGY CONFERENCE. New York, NY, USA: ACM, 2014. http://dx.doi.org/10.1145/2663806.2663841.

Full text
APA, Harvard, Vancouver, ISO, and other styles
4

Shalash, Wafaa M., Sofana AlTamimi, Eman Abdu, and Ayat Barom. "No Limit: A Down Syndrome Children Educational Game." In 2018 IEEE Games, Entertainment, Media Conference (GEM). IEEE, 2018. http://dx.doi.org/10.1109/gem.2018.8516519.

Full text
APA, Harvard, Vancouver, ISO, and other styles
5

Rovithis, Emmanouel, Andreas Floros, Andreas Mniestris, and Nikolas Grigoriou. "Audio games as educational tools: Design principles and examples." In 2014 IEEE Games, Media, Entertainment (GEM) Conference. IEEE, 2014. http://dx.doi.org/10.1109/gem.2014.7048083.

Full text
APA, Harvard, Vancouver, ISO, and other styles
6

da Silva, Marckson Monteiro, and José Francisco de Magalhães Netto. "An Educational Robotic Game for Transit Education Based on the Lego MindStorms NXT Platform." In 2010 Brazilian Symposium on Games and Digital Entertainment (SBGAMES). IEEE, 2010. http://dx.doi.org/10.1109/sbgames.2010.10.

Full text
APA, Harvard, Vancouver, ISO, and other styles
7

Kohwalter, Troy C., Esteban W. G. Clua, and Leonardo G. P. Murta. "SDM - An Educational Game for Software Engineering." In 2011 Brazilian Symposium on Games and Digital Entertainment (SBGAMES). IEEE, 2011. http://dx.doi.org/10.1109/sbgames.2011.10.

Full text
APA, Harvard, Vancouver, ISO, and other styles
8

Butler, Matthew, Tim Zapart, and Raymond Li. "Video Annotation - Improving Assessment of Transient Educational Events." In InSITE 2006: Informing Science + IT Education Conference. Informing Science Institute, 2006. http://dx.doi.org/10.28945/3019.

Full text
Abstract:
Annotation of video content has been commonplace in the entertainment industry for many years and is now becoming a valuable tool within the business world. Unfortunately its use in education has to date been limited. Although research and development is being undertaken to apply video annotation techniques to assessment and both software and hardware exists to facilitate this process, it must be acknowledged that these solutions are generally cost prohibitive for educational use. This paper will investigate simple video annotation methods for assessment of transient state events in the education context such as presentations. The authors will introduce a number of existing uses of video annotation, as well as discuss the educational context this can be placed within, highlighting fundamental concerns with some assessment practices. A framework for a solution involving video annotation techniques will be discussed, along with practical demonstration of a prototyped solution and discussion of further application.
APA, Harvard, Vancouver, ISO, and other styles
9

Robles Bykbaev, Vladimir, Eduardo Pinos Velez, and Paola Ingavelez Guerra. "An educational approach to generate new tools for education support of children with disabilities." In 2011 International Conference on e-Education, Entertainment and e-Management (ICEEE). IEEE, 2011. http://dx.doi.org/10.1109/iceeem.2011.6137847.

Full text
APA, Harvard, Vancouver, ISO, and other styles
10

Лукманова, Зайнаб Магомедовна, and Габибулла Муталипович Рабаданов. "USING ELEMENTS OF ENTERTAINMENT WHEN TEACHING ENGLISH AT THE MIDDLE STAGE." In Научные исследования в современном мире. Теория и практика: сборник избранных статей Всероссийской (национальной) научно-практической конференции (Санкт-Петербург, Декабрь 2020). Crossref, 2020. http://dx.doi.org/10.37539/nitp312.2020.63.74.001.

Full text
Abstract:
Статья посвящена вопросам использования элементов занимательности в процессе преподавания английского языка в школе. Применение элементов занимательности на уроках является актуальной в современной учебной действительности, так как элемент занимательности - помогает активизировать его деятельность, развивает качества, которые необходимы учащемуся. The article is devoted to the use of elements of entertainment in the process of teaching English at school. The use of elements of entertainment in the classroom is relevant in modern educational reality, as the element of entertainment - helps to activate its activities, develops the qualities that are necessary for the student.
APA, Harvard, Vancouver, ISO, and other styles

Reports on the topic "Educational entertainment"

1

Abereoran, Funsho, Jun Xia, and Matthew Grainge. Effectiveness of Entertainment-Education Narrative Interventions for Reducing Mental Illness Stigma and Promoting Help-seeking Behaviour: Protocol for a Systematic Review. INPLASY - International Platform of Registered Systematic Review and Meta-analysis Protocols, July 2020. http://dx.doi.org/10.37766/inplasy2020.7.0106.

Full text
APA, Harvard, Vancouver, ISO, and other styles
2

Yatsymirska, Mariya. SOCIAL EXPRESSION IN MULTIMEDIA TEXTS. Ivan Franko National University of Lviv, February 2021. http://dx.doi.org/10.30970/vjo.2021.49.11072.

Full text
Abstract:
The article investigates functional techniques of extralinguistic expression in multimedia texts; the effectiveness of figurative expressions as a reaction to modern events in Ukraine and their influence on the formation of public opinion is shown. Publications of journalists, broadcasts of media resonators, experts, public figures, politicians, readers are analyzed. The language of the media plays a key role in shaping the worldview of the young political elite in the first place. The essence of each statement is a focused thought that reacts to events in the world or in one’s own country. The most popular platform for mass information and social interaction is, first of all, network journalism, which is characterized by mobility and unlimited time and space. Authors have complete freedom to express their views in direct language, including their own word formation. Phonetic, lexical, phraseological and stylistic means of speech create expression of the text. A figurative word, a good aphorism or proverb, a paraphrased expression, etc. enhance the effectiveness of a multimedia text. This is especially important for headlines that simultaneously inform and influence the views of millions of readers. Given the wide range of issues raised by the Internet as a medium, research in this area is interdisciplinary. The science of information, combining language and social communication, is at the forefront of global interactions. The Internet is an effective source of knowledge and a forum for free thought. Nonlinear texts (hypertexts) – «branching texts or texts that perform actions on request», multimedia texts change the principles of information collection, storage and dissemination, involving billions of readers in the discussion of global issues. Mastering the word is not an easy task if the author of the publication is not well-read, is not deep in the topic, does not know the psychology of the audience for which he writes. Therefore, the study of media broadcasting is an important component of the professional training of future journalists. The functions of the language of the media require the authors to make the right statements and convincing arguments in the text. Journalism education is not only knowledge of imperative and dispositive norms, but also apodictic ones. In practice, this means that there are rules in media creativity that are based on logical necessity. Apodicticity is the first sign of impressive language on the platform of print or electronic media. Social expression is a combination of creative abilities and linguistic competencies that a journalist realizes in his activity. Creative self-expression is realized in a set of many important factors in the media: the choice of topic, convincing arguments, logical presentation of ideas and deep philological education. Linguistic art, in contrast to painting, music, sculpture, accumulates all visual, auditory, tactile and empathic sensations in a universal sign – the word. The choice of the word for the reproduction of sensory and semantic meanings, its competent use in the appropriate context distinguishes the journalist-intellectual from other participants in forums, round tables, analytical or entertainment programs. Expressive speech in the media is a product of the intellect (ability to think) of all those who write on socio-political or economic topics. In the same plane with him – intelligence (awareness, prudence), the first sign of which (according to Ivan Ogienko) is a good knowledge of the language. Intellectual language is an important means of organizing a journalistic text. It, on the one hand, logically conveys the author’s thoughts, and on the other – encourages the reader to reflect and comprehend what is read. The richness of language is accumulated through continuous self-education and interesting communication. Studies of social expression as an important factor influencing the formation of public consciousness should open up new facets of rational and emotional media broadcasting; to trace physical and psychological reactions to communicative mimicry in the media. Speech mimicry as one of the methods of disguise is increasingly becoming a dangerous factor in manipulating the media. Mimicry is an unprincipled adaptation to the surrounding social conditions; one of the most famous examples of an animal characterized by mimicry (change of protective color and shape) is a chameleon. In a figurative sense, chameleons are called adaptive journalists. Observations show that mimicry in politics is to some extent a kind of game that, like every game, is always conditional and artificial.
APA, Harvard, Vancouver, ISO, and other styles
We offer discounts on all premium plans for authors whose works are included in thematic literature selections. Contact us to get a unique promo code!

To the bibliography