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Journal articles on the topic 'Educational entertainment'

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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.

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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.
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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.

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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.
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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.

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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.
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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.

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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.

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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.
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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.

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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.
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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.

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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.
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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.

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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.
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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.

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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.
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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.

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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.
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11

Koops, Martijn C., Ineke Verheul, Rinus Tiesma, Cees-Willem de Boer, and Ruben T. Koeweiden. "Learning Differences Between 3D vs. 2D Entertainment and Educational Games." Simulation & Gaming 47, no. 2 (March 2016): 159–78. http://dx.doi.org/10.1177/1046878116632871.

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12

Wu, Jiang. "On Situated Cognition-Based Approaches to Flash Educational Gaming Design." Advanced Materials Research 694-697 (May 2013): 2331–35. http://dx.doi.org/10.4028/www.scientific.net/amr.694-697.2331.

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Based on the Situated Cognition, the article makes an attempt to propose four principles for Flash educational gaming designs. It is pointed out that these designs are supposed to apply instruction assistance-oriented, reasonable instructional design, motivation inspiration-targeted, and natural integration of education and entertainment principles. Moreover, on the basis of the theory, the mutual relations and connotations of the relevant five designing elements of situations, rules, tasks, roles, and emotions are to be analyzed respectively. With the purpose to balance education and entertainment in the games, an original Flash educational gaming model will be accordingly constructed; meanwhile, new ideas for the design and development of educational games will be also expected.
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13

Murrar, Sohad, and Markus Brauer. "Entertainment-education effectively reduces prejudice." Group Processes & Intergroup Relations 21, no. 7 (January 9, 2017): 1053–77. http://dx.doi.org/10.1177/1368430216682350.

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We show that entertainment-education reduces prejudice and does so more effectively than several established prejudice reduction methods. In Experiment 1, participants exposed to an educational television sitcom with diverse, yet relatable Arab/Muslim characters had lower scores on implicit and explicit measures of prejudice than participants exposed to a control sitcom featuring an all White cast. The prejudice reduction effect persisted 4 weeks after exposure. In Experiment 2, viewing of a 4-minute music video that portrayed Arabs/Muslims as relatable and likable resulted in a larger reduction in prejudice against Arabs/Muslims than two established prejudice reduction methods ( imagined contact exercise and group malleability article), which produced no improvements. In both experiments, increased identification with target group members was associated with greater prejudice reduction. Entertainment-education, in addition to being scalable, is likely to be one the most effective methods for improving intergroup relations and promoting diversity.
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Scharrer, Erica. "Taking Media Entertainment Seriously." Sex Roles 63, no. 5-6 (April 22, 2010): 439–41. http://dx.doi.org/10.1007/s11199-010-9784-4.

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15

Llewellyn, Thomas, and Paul E. Rose. "Education Is Entertainment? Zoo Science Communication on YouTube." Journal of Zoological and Botanical Gardens 2, no. 2 (May 11, 2021): 250–64. http://dx.doi.org/10.3390/jzbg2020017.

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YouTube is the dominant online video-sharing platform and offers zoos an opportunity to engage a vast audience with conservation content. As there is limited research evaluating how zoos currently utilize YouTube, we cataloged and evaluated the content of 20 zoological organizations (focusing on the top 1000 most viewed videos from each channel) from 2006 to 2019. Separately, educational content in a subsample of the most viewed and recently produced videos from three zoo-YouTube channels was catalogued and evaluated for the period 2016 to 2019. We found that channels are becoming more focused on producing entertainment, rather than education-based content and not reflecting the taxonomic diversity of their animals. Videos containing conservation content may not be the most popular with the YouTube audience (making up only 3% of the most viewed videos), but there is evidence that outputs are becoming more conservation orientated, with more conservation-focused videos being produced over time. Zoos may be engaging with large audiences via YouTube, but should carefully consider how they represent different taxonomic classes and how they can create educational material in interesting and accessible forms.
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Крулехт and Mariya Krulekht. "Children’s Entertainment: Problem of Pedagogical Support in the Metropolis." Primary Education 4, no. 5 (October 18, 2016): 14–17. http://dx.doi.org/10.12737/22516.

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The article considers peculiarities of the organization of children’s family entertainment in a metropolis. The author shows the importance of pedagogical support of children’s leisure, allowing minimizing the potential risks of loss of opportunities metropolitan educational space to enrich the children’s socio-cultural experience.
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Li, Xicai. "Design and Application of Children's Entertainment Education Software in Preschool Education." International Journal of Emerging Technologies in Learning (iJET) 13, no. 07 (June 28, 2018): 201. http://dx.doi.org/10.3991/ijet.v13i07.8809.

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The current preschool education children's educational software mostly ig-nores the preschool children's psychological characteristics and rigidly com-bines the educational and entertainment nature of the game, which affects the learning effect of preschool children. Based on the psychological charac-teristics of preschool children, the characteristics of preschool children's de-mand for computer games were deeply analyzed. In addition, the preschool children's entertainment software was designed and developed. The game was built according to the system elements and design principles of the edu-cational games, and the appropriate kindergarten curriculum content was se-lected so that pre-school children can be substituted and truly entertained. The practice showed that the preschool children's educational software cap-tured the psychological characteristics of preschool children. It is concluded that the software effectively promotes preschool children to obtain knowledge in a relaxed gaming environment and improves the learning ef-fect of preschool children.
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Allen, Valerie Dorsey, and Phyllis Solomon. "Educational-Entertainment as an Intervention With Black Adolescents Exposed to Community Violence." Journal of Prevention & Intervention in the Community 40, no. 4 (October 2012): 313–24. http://dx.doi.org/10.1080/10852352.2012.707452.

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Popa, Diana Elena. "Multimodal metaphors in political entertainment." Review of Cognitive Linguistics 11, no. 2 (November 28, 2013): 303–19. http://dx.doi.org/10.1075/rcl.11.2.06pop.

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Metaphor is one of the primary ways we accommodate and assimilate information and experience into our conceptual organization of the world. The present study investigates the internal cognitive mechanisms of multimodal-metaphor construction in the television genre of animated political cartoons. Taking a cognitive-semantic approach, we analyze how zoomorphs are constructed by the audience when they first appear. The study concludes by describing the potential of multimodal-metaphor analysis as a methodological tool.
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Putra, Yedija Prima, and Hendra Prasetya. "Strategy to Avoid Negative Perception on Game." SISFORMA 1, no. 1 (October 31, 2014): 22. http://dx.doi.org/10.24167/sisforma.v1i1.90.

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In the beginning, games are made to provide entertainment. But, with the interesting entertainment, some game developers use that just for their own benefit. Moreover, many of them including elements of violence and pornography on their games. That is just only to make more profit for them. Thats why some parents are anxious and have a bad view of games. But, not all of the games have elements of violence and pornography. Some of developers make game which is including educational value. "Crazy Machines 2" is one of many games which has educational value. This is one of the ways to Avoid Negative Perception on Game. Key Word : game, creativity, strategy, avoid negative perception
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Bissell, Blake, Mo Morris, Emily Shaffer, Michael Tetzlaff, and Seth Berrier. "Vessel: A Cultural Heritage Game for Entertainment." Archiving Conference 2021, no. 1 (June 18, 2021): 1–6. http://dx.doi.org/10.2352/issn.2168-3204.2021.1.0.2.

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Museums are digitizing their collections of 3D objects. Video games provide the technology to interact with these objects, but the educational goals of a museum are often at odds with the creative forces in a traditional game for entertainment. Efforts to bridge this gap have either settled on serious games with diminished entertainment value or have relied on historical fictions that blur the line between reality and fantasy. The Vessel project is a 3D game designed around puzzle mechanics that remains a game for entertainment while realizing the benefits of incorporating digitized artifacts from a museum. We explore how the critical thinking present in solving puzzles can still encourage engagement of the story the artifacts have to tell without creating an historical fiction. Preliminary results show a preference for our in-game digital interaction over a traditional gallery and a desire to learn more about the artifacts after playing.
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Harrison, Cathie. "Excellence in Television for Young Children—Entertainment, Engagement and Empowerment." Australasian Journal of Early Childhood 29, no. 2 (June 2004): 50–57. http://dx.doi.org/10.1177/183693910402900209.

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Si-hang, Cheng, and Wang Yun-long. "The Application of Entertainment Design And Digital Technology in Children's Educational Exhibition Space——Take the "Art Education in Fun" exhibition as an example." E3S Web of Conferences 236 (2021): 05091. http://dx.doi.org/10.1051/e3sconf/202123605091.

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The purpose is by integrating entertainment design and digital technology thinking into the display space design, enhancing spatial narrative and interactive experience, stimulating children's interest and imagination, and cultivating innovative thinking mode. The methods is taking the exhibition planning of "Art Education in Fun" as an example, visually displaying the narrative space, combined with digital technology and entertainment interaction, strengthening the fit between the two-dimensional plane and the three-dimensional space, and providing the audience with a more dimensional and stronger textured exhibition experience. The conclusion is with the addition of entertainment design and digital technology, deepening the basic value of the information dissemination in the exhibition space itself, building a better information exchange platform, and providing a positive boost to culture, education, and industrial economy.
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Bai, Wei, Pu Lin Li, and Jun Liang Wang. "Virtual Design of a New Type of Entertainment Machine and Dynamics Simulation of the Conveyor Track." Applied Mechanics and Materials 215-216 (November 2012): 1017–20. http://dx.doi.org/10.4028/www.scientific.net/amm.215-216.1017.

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This paper proposes a new educational strategy tower of defensive warfare entertainment machine which relies on linkage institutions, introduces two sets of role and combines with strategic defense warfare game ideology. Based on the virtual prototype of modeling which is made by SolidWorks and 3DMAX and a dynamics analysis on hitting force and friction of the opposition role in the attack on track and recycling process, it explains the feasibility of manufacture of the new entertainment machine.
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Salman, Afan Galih, Natalia Chandra, and Norman Norman. "Game Edukasi Pengenalan Kebudayaan Indonesia Berbasis Android." ComTech: Computer, Mathematics and Engineering Applications 4, no. 2 (December 1, 2013): 1138. http://dx.doi.org/10.21512/comtech.v4i2.2581.

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Game now is not just an entertainment but merely serves as a educational tool or the so-called educational games. We develop an educational game application on Android platform which provides information about Indonesian culture. The methodology used is the analysis method of information gathering, system design, implementation, and testing. Information about Indonesian culture is displayed in form of Android-based educational game application. Users will be expected to get a lot of information regarding the Indonesian culture.
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Aisyah, Lani. "SEMIOTIC ANALYSIS OF ANIMATED TV SERIES `RIKO: JARAK MATAHARI_BUMI '' AS AN EDUCATIONAL MEDIA FOR CHILDREN." Jurnal Ilmiah Publipreneur 8, no. 2 (December 31, 2020): 31–44. http://dx.doi.org/10.46961/jip.v8i2.157.

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Children are an age group who adapts very well to the stimuli what they receive from their environment, such as movies and games. Unfortunately, entertainment these days contains many negative messages that has an impact on the erosion of moral values, which are, then implemented in the form of negative thought patterns and behaviors.The purpose of this research is to examine how children's entertainment media can be educational, entertaining, and easy to understand with a case study of the animated tv series ‘Riko: Jarak Matahari dan Bumi’This research was studied using the method of pragmatic semiotics initiated by Charles Sanders Peirce by analyzing semiotic elements, then validated with the psychological theory of child development. The results of the analysis show that the semiotic elements presented in ‘‘Riko: Jarak Matahari dan Bumi’ are in line with the psychological principles of child development.
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Moyer-Gusé, Emily, and Robin L. Nabi. "Comparing the Effects of Entertainment and Educational Television Programming on Risky Sexual Behavior." Health Communication 26, no. 5 (July 2011): 416–26. http://dx.doi.org/10.1080/10410236.2011.552481.

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Asbeek Brusse, Elsbeth D., Marieke L. Fransen, and Edith G. Smit. "Educational Storylines in Entertainment Television: Audience Reactions Toward Persuasive Strategies in Medical Dramas." Journal of Health Communication 20, no. 4 (January 13, 2015): 396–405. http://dx.doi.org/10.1080/10810730.2014.965365.

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Hollins, Paul, and Nicola Whitton. "From the Games Industry." International Journal of Virtual and Personal Learning Environments 2, no. 2 (April 2011): 73–82. http://dx.doi.org/10.4018/jvple.2011040107.

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This paper draws on lessons learned from the development process of the entertainment games industry and discusses how they can be applied to the field of game-based learning. This paper examines policy makers and those wishing to commission or develop games for learning and highlights potential opportunities as well as pitfalls. The paper focuses on ten key points in which the authors feel from experience in both commercial game development and education that parallels are drawn between the entertainment and educational games development processes.
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Yofina, Mulyatiunidha, and Dedi Fernanda. "MEASURING EXPERIENCE ECONOMY AND VISITOR BEHAVIOR: EMPIRICAL STUDY OF SAWAHLUNTO CITY TOURISM DESTINATIONS." JURNAL AKUNTANSI, EKONOMI dan MANAJEMEN BISNIS 7, no. 2 (December 27, 2019): 215–28. http://dx.doi.org/10.30871/jaemb.v7i2.1633.

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Penelitian ini bertujuan untuk melihat (1) pengaruh educational experience terhadap emotion wisatawan, (2) pengaruh entertainment experience terhadap emotion wisatawan, (3) pengaruh escapism experience terhadap emotionwisatawan , (4) pengaruh esthetics experience terhadap emotion wisatawan, (5) pengaruh emotion terhadap kepuasan (satisfaction) wisatawan, (6) pengaruh emotion terhadap behavioral inetention wisatawan, (7) pengaruh kepuasan (satisfaction) terhadap behavioral inetention wisatawan. Objek penelitiannya adalah wisatawan yang berkunjung ke destinasi wisata kota sawahlunto pada tahun 2019 dengan jumlah sampel 246 orang wisatawan. Teknik pengambilan sampel menggunakan metode nonprobability sampling dengan teknik accidental sampling. Variabel dalam penelitian ini terbagi dua, yaitu : variabel independen (X) = experience economy terdiri dari (X1) = educational experience, (X2) = entertainment experience, (X3) = escapism experience,dan (X4) = esthetics experience serta Variabel dependent (Y1) = emotion, Y2 = satisfaction, Y3 = behavioral intention. Metode analisa datanya adalah Partial Least Square (PLS). Berdasarkan hasil penelitian, maka diperoleh hasil yang dirangkum sebagai berikut education berpengaruh positif signifikan terhadap emotion wisatawan , entertainment tidak berpengaruh positif signifikan terhadap emotion wisatawan , escapism berpengaruh positif signifikan terhadap emotion wisatawan , esthetics berpengaruh positif signifikan terhadap emotion wisatawan , emotion berpengaruh positif signifikan terhadap satisfaction wisatawan, emotion berpengaruh positif signifikan terhadap behavioral intentions wisatawan. Kemudian satisfaction berpengaruh positif signifikan terhadap behavioral intentions wisatawan.
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Forte, Joana Ancila Pessoa, Danielle Miranda de Oliveira Arruda Gomes, Cláudio André Gondim Nogueira, and Carlos Felipe Cavalcante de Almeida. "Educational Services in Second Life." International Journal of Web-Based Learning and Teaching Technologies 6, no. 2 (April 2011): 1–17. http://dx.doi.org/10.4018/jwltt.2011040101.

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Among many changes influenced by the Internet, interactivity in spaces that promote relationships, entertainment, and businesses can be highlighted. Considering this, Second Life stands out because it is a tridimensional online environment which imitates human real social life. Despite social and commercial influences, Second Life suggests a new format for e-learning. Then, the question of how to explore the facets of an online learning environment may be answered by Flow Theory. Hence, the main objective of this paper is to analyze the most significant antecedent and subsequent relations of the Flow Experience in the Second Life’s educational environment, based on Novak, Hoffman, and Yung (2000). This research used tools from multivariate statistical analysis such as confirmatory factor analysis and structural equation modeling. The results confirmed the hypotheses, indicating that there is flow in Second Life’s e-learning environment, with interactive speed, exploratory behavior and telepresence as the most significant constructs detected.
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Viktor, Proskuryakov, and Proskuryakov Oleksii. "ARCHITECTURAL AND SCENOGRAPHIC IDEAS OF Y. LYSYK IN EDUCATIONAL DESIGN OF LVIV ARCHITECTURAL SCHOOL (on the example of the activity of the Department of Architectural Environment Design)." Vìsnik Nacìonalʹnogo unìversitetu "Lʹvìvsʹka polìtehnìka". Serìâ Arhìtektura 3, no. 1 (June 15, 2021): 109–16. http://dx.doi.org/10.23939/sa2021.01.109.

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The article highlights educational projects of various types of public buildings made by students of the Department of Architectural Environment Design, under the influence of architectural and scenographic ideas of Y. Lysyk in the late XX and early XXI centuries. Since modern artistic phenomena in the Ukrainian theatre can be most accurately studied during educational-scientific, educational-project and experimental-project educational activities. After the death of Y. Lysyk – he died in May 1991 – the Department began scientific research of his creative activity, the first results of which were simultaneously tested in educational design. At first, it was based solely on the ideas of Lysyk and had a romantic nature. At the turn of the century, works that were of an educational and applied nature began to appear. It was the result of joint creativity of teachers and students, where the Master's ideas were not only borrowed but also developed. These are buildings with theatrical, entertainment, cultural and educational functions for accumulating, storing, and displaying monumental works of scenographic art, etc. Over time, Lysyk's ideas were also developed in applied projects and buildings of teachers of the Department – landscape, puppet, studio, TV-theaters, collapsible stages of entertainment halls. Later on, the ideas of Lysyk developed in applied projects and buildings of architects in other cities of Ukraine – Kyiv, Dnipro, Odesa, Chernivtsi, Lutsk, Chervonograd.
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Liu, Dawei, Anqi Liu, and Wanying Tu. "The Acceptance Behavior of New Media Entertainment Among Older Adults: Living Arrangement as a Mediator." International Journal of Aging and Human Development 91, no. 3 (August 6, 2019): 274–98. http://dx.doi.org/10.1177/0091415019864602.

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New media entertainment is currently being spotlighted by business practitioners and researchers. This article highlighted this issue of elder online users and explored the factors affecting their acceptance decisions in new media entertainment. Older adults prefer to status and value orientations, so their online acceptance of new media entertainment is significantly influenced by the perceived usefulness and social benefits. In addition, types of living arrangement significantly affect technology acceptance model of older adults.
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Gray, Kathleen, and Michael Nott. "Playing With the Planet: Environmental Education and Entertainment Software." Australian Journal of Environmental Education 12 (1996): 35–40. http://dx.doi.org/10.1017/s0814062600004158.

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ABSTRACTA genre of computer software with which users simulate designing and managing natural resources and ecosystems deserves critical attention from environmental educators. Such software encourages users to develop their understanding of theoretical and applied ecology by manipulating virtual environmental forces in imaginative ways. This paper refers readers to a directory of software titles in thie genre. It argues that there is significant social and educational momentum toward increased use of such resources for teaching and learning about the environment. It presents some reservations about the nature and purpose of this genre of software, and outlines ethical, economic and experiential questions about it which have implications for the future direction of environmental education.
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Khan, Huma, and Sajjad Ahmad Paracha. "Educational Programs on Children Television: A Content Analysis." Global Regional Review IV, no. IV (December 30, 2019): 388–97. http://dx.doi.org/10.31703/grr.2019(iv-iv).42.

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This research study is about childrens educational TV programs broadcasted by Top 10 International children entertainment TV channels. The researcher has adopted a content analysis method to analyze the number of educational TV programs broadcasted, their themes and genres. What kind of message these educational programs deliver, for which specific age group they were designed. The data was collected from educational television research organizations.TV has a vital place in childrens life. They consume a share of their leisure time in front of the television. This research study proved that watching educational programs in childhood improved their academic performance and it has a positive effect on their learning behavior, cognition, and socialization skill, emotional and intellectual development.
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Gao, Yuan, and Xiaoyu Wu. "Perceived Value Of Educational Hypermedia: An Exploratory Study." American Journal of Business Education (AJBE) 3, no. 8 (August 1, 2010): 13–20. http://dx.doi.org/10.19030/ajbe.v3i8.465.

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This paper explores the idea of perceived value of educational hypermedia by extending prior research in advertising and information systems. It proposes that the value of a course support site comes from both its information content and users’ experience whenthey visit the site. The cognitive antecedents of a site’s perceived valueinclude perceived informativeness, perceived entertainment and perceived irritation. Through a field study using a course companion site and the subsequent data analysis via structural equation modeling (SEM), this study confirms that learners appreciate informative content in an entertaining format in accessing Internet-based course support. Findings of this study will help researchers and educators better understand the cognitive dimensions that enhance the perceived value of a learning technology.
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Minovic, Miroslav, Miloš Milovanovic, Jelena Minovic, and Dušan Starcevic. "Integrating an Educational Game in Moodle LMS." International Journal of Distance Education Technologies 10, no. 4 (October 2012): 17–25. http://dx.doi.org/10.4018/jdet.2012100102.

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The authors present a learning platform based on a computer game. Learning games combine two industries: education and entertainment, which is often called “Edutainment.” The game is realized as a strategic game (similar to Risk™), implemented as a module for Moodle CMS, utilizing Java Applet technology. Moodle is an open-source course management system (CMS), which is widely used among universities as an eLearning platform. Java Applet enables development of rich-client applications which are executed in web browser environment. During the game, players receive questions from specified Moodle quiz, and all answers are stored back into Moodle system. Students can later verify their score and answers, and examine the test that they actually worked on during the game. This system supports synchronous as well as asynchronous interaction between players.
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Alkurdi, Ahmad A. H. "Educational Augmented Reality Solar System." Academic Journal of Nawroz University 9, no. 3 (August 28, 2020): 324. http://dx.doi.org/10.25007/ajnu.v9n3a839.

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Augmented reality (AR) has been the main focus for several technology corporations in the past few years. AR is the integration of computer generated objects with the users’ environment. The advancement of hardware enables devices to create and place virtual objects in our setting. AR concepts have provided great capabilities for the educational, entertainment and health sector. People, specifically Primary school children comprehend visual material much more efficiently than imaginary or textual subjects. Augmented reality helps in visualizing and picturing different subjects in classrooms whereas traditionally students would have to imagine the subjects at hand. ARKit is a powerful framework developed for iOS that enables iOS based devices to provide AR capabilities. This framework supports the placement of computer generated object in to our world in a seamless and effortless manner. The proposed system is an augmented reality mobile application which illustrates the movement of the solar system. It also incorporates functionality to show specific information about planets for educational purposes. the system is a gateway for developing similar educational applications for school children.
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Cepeda-Galvis, Paola A. "Educational and Cultural Environments Enriched Using Augmented Reality Technology." New Trends and Issues Proceedings on Humanities and Social Sciences 4, no. 8 (January 6, 2018): 52–59. http://dx.doi.org/10.18844/prosoc.v4i8.2976.

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The domain of cultural-educational and tourist environments has entered the digital age, this allows the implementation of technologies of Augmented Reality (AR) to improve the user experience in these environments, and entails the possibility of providing greater satisfaction to the user visiting these locations. Hence, the problem was formulated. What is the effect of integrating AR to improve the user interaction of a cultural-educational environment? Case: UPTC natural history museum. It presents a documentary research that analyzes studies on AR, view it as a tool of support for learning and entertainment processes through the recognition of cultural, educational and tourist locations. We sought to identify the applicability of AR in cultural settings for didactic, adaptive and learning purposes, based on the concept of ‘Edutainment’. Research methods: logical analysis and generaliaation of scientific literature, both absolute and relative statistical data and case studies. The analysis, obtaining, design, development, evaluation and implementation, methodology for projects based on AR was used for thi work; applied in 34% of the works identified. It sought to recognise the characteristics and advantages of using AR technology as a resource to improve the user experience, combined technology and entertainment to achieve learning objectives. In total, 210 papers were identified and reviewed The technical and operational viability of the AR is deduced; this is an innovative technology that captivates the attention of the user. The combination of the real and the virtual; and its easy access are the characteristics of an application based on AR, implemented in cultural and learning environments. Keywords: Augmented reality, cultural and learning environments, edutainment, e-learning.
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Bottino, Rosa Maria, Michela Ott, and Mauro Tavella. "Serious Gaming at School." International Journal of Game-Based Learning 4, no. 1 (January 2014): 21–36. http://dx.doi.org/10.4018/ijgbl.2014010102.

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The concept of Serious Gaming refers to the adoption of classical entertainment games for purposes other than entertainment, including learning and instruction. In this paper the authors report on a Serious Gaming field experiment where typical board games (such as battleship, master mind and domino) were employed with the shifted purpose of triggering and sustaining primary school students' reasoning and logical abilities. The results of the field experiment showed that: 1) there is a strong correlation between school achievement and the ability to play and solve this kind of games and that 2) motivation and engagement in game-based learning tasks is very high, irrespective of the level of achievement of the subjects. Final considerations are drawn about the potential and the opportunity of adopting the considered games to support those reasoning skills that are widely recognized as transversal to any kind of learning and thus deeply affecting overall school performance.
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Packer, Jan, and Roy Ballantyne. "Is Educational Leisure A Contradiction in Terms? Exploring the Synergy of Education and Entertainment." Annals of Leisure Research 7, no. 1 (January 2004): 54–71. http://dx.doi.org/10.1080/11745398.2004.10600939.

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42

Farrukh, Muhammad, Wajiha Raza Rizvi, and Abul Hassan. "Transposition Inertia at Tertiary Level: The Impact of Online Entertainment Via Cell Phones on Privacy, Safety, Psychological Wellbeing and Academic Achievements of University Students." Global Mass Communication Review VI, no. I (March 30, 2021): 172–91. http://dx.doi.org/10.31703/gmcr.2021(vi-i).14.

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This paper examines the impact of online entertainment media on privacy, safety, psychological wellbeing and academic achievements of youth through the smart phones. The authors reviewed literature on excessive use of social media, business and marketing industries by Chris Anderson, Rasmous Kleis Neilson, Lijun Zhou, Kathleen Van Royen, Karolien Poels, Heidi Vandebosch, Philippe Adam, William G. Zikmund et. al. and others, and developed the theoretical framework around the excessive usage of new media and credibility theories. They prepared a survey questionnaire to study the said impact of new entertainment media on privacy, safety, psychological wellbeing and academic achievements of youth, taking N=200 students of University of Lahore. They used the statistical tools for data analysis. The regression analysis of the dependent variables "Privacy", "Safety", "Psychological Needs", and "Educational Achievements" against the independent variable Online Entertainment Media show the extent rate at 44.2%, 62.9%, 83%, and 80.2 % respectively among youth.
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43

Stangos, Nikos. "Art book publishing: minority interest, popular entertainment, or kudos?" Art Libraries Journal 17, no. 3 (1992): 31–33. http://dx.doi.org/10.1017/s0307472200007938.

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Due to a number of factors, including lower educational standards and the pressures on publishers and booksellers to maximise profits by exploiting the mass market, the climate for publishing serious art books has become less favourable in recent years especially so far as commercial publishers are concerned. Art books are being published in greater numbers than ever before; many are of a popular and/or general nature; many too are produced specifically for the remainder market; yet these include some worthwhile books which are reaching a wide audience. The revolution in printing technology since the 1960s has facilitated large-scale mass production, but at the same time offers benefits to publishing of all kinds. While university presses are able to perform a crucial role in publishing scholarly works, there remains a need for commercial publishers to continue to publish quality art books which are accessible to the public.
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Szegletes, Luca, and Bertalan Forstner. "Applications of Modern HCIs in Adaptive Mobile Learning." Journal of Advanced Computational Intelligence and Intelligent Informatics 18, no. 3 (May 20, 2014): 311–14. http://dx.doi.org/10.20965/jaciii.2014.p0311.

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Our paper shows how the evolution of HCI devices progresses as a mobile learning tool. Mobile devices provide interesting applications for cognitive infocommunication. Our principal objective is to assist in developing educational games on these devices. Working with different educational institutes, we designed a flexible biofeedback-controlled self-rewarding framework. Several promising approaches and methods are proposed outside the box of educational games in this paper. The attention of players is regulated by changing rewards. We show both how educational games can be improved and how adaptive entertainment games may be developed in the near future.
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Gesser-Edelsburg, Anat, and Ronit Endevelt. "An entertainment–education study of stereotypes and prejudice against fat women." Health Education Journal 70, no. 4 (June 17, 2011): 374–82. http://dx.doi.org/10.1177/0017896911414043.

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Objective: To evaluate the impact of Fat Pig on the attitudes of high school students towards fat women and investigate the perspective of dietitians as health professionals on the messages in Fat Pig. Design: Performance analysis, pre–post analysis of students’ responses to self-administrated pre-constructed questionnaires, students’ focus groups and personal interviews with dietitians. Setting: Tenth grade (15–16 year-old) high school students in Israel who saw Fat Pig as part of their high school’s educational–cultural curriculum, and dietitians from four different healthcare organizations in Israel that came to see the play as a group. Method: Performance analysis, quantitative analysis of students’ responses using SPSS, and qualitative analysis of students’ focus groups and personal interviews with dietitians. Results: Students’ responses indicate that the play’s impact is completely opposite to the playwright and the educator’s original intention to challenge stereotypes and prejudice towards fat women in society. Moreover, the play reinforces the student’s social and cultural norms that glorify the ‘thinness ideal’. In addition, according to the dietitians, the play cannot serve them as an additional treatment tool. Conclusion: Creating or using drama in education not according to theoretical approaches, such as the entertainment–education (EE) approach, may lead to paradoxical outcomes, completely contradict educational intentions, and even reinforce undesired attitudes and behaviours.
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Arenas-Rojas, Adriana Marcela. "Cinema and Psychiatry’s relationship through time and its role in current medical education." Revista de Medicina y Cine 17, no. 1 (February 18, 2021): 41–47. http://dx.doi.org/10.14201/rmc20211714147.

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Cinema has been a source of entertainment and recreation for decades, and usually the themes depicted in films have roots in society itself. Films featuring psychiatrists and the mentally ill abound. Most early interpretations tended to be negative contributing to the stigmatization of mental illness, or overly positive furthering misinformation among the general public. Fortunately, nowadays there is an increasing number of films able to provide realistic depictions of psychopathologic disorders, being reasonably accurate and therefore suitable for psychiatric teaching purposes. Over the last three decades, psychiatry trainers have attempted to use films as an educational tool for teaching medical students and psychiatry residents for a number of mental health conditions. Films can be used to engage students’ attention, emphasize learning points in lectures and illustrate symptoms of a disorder. Cinema constitutes not only an important source of entertainment, but also an educational tool and a significant influence on people’s attitude towards mental illness
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Zeng, Miao Miao. "Improving the Effectiveness of Compute-Based Educational Game with IMS Learning Design." Advanced Engineering Forum 6-7 (September 2012): 1016–21. http://dx.doi.org/10.4028/www.scientific.net/aef.6-7.1016.

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This article employed the concept of IMS learning design (LD) to realize the balance of “educational function” and “entertainment” in Computer-based educational game (CEG). A design structure of CEG based on activity theory was set up firstly, and then a method how to use LD to model each element in CEG was described, which was illustrated by an integration case as well. Finally, the conclusion that LD used as a framework of game activity design can improve the effectiveness of CEG was got.
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Ponticorvo, Michela, Elena Dell’Aquila, Davide Marocco, and Orazio Miglino. "Situated Psychological Agents: A Methodology for Educational Games." Applied Sciences 9, no. 22 (November 14, 2019): 4887. http://dx.doi.org/10.3390/app9224887.

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In recent years, the ever-increasing need for valid and effective training to acquire competences in multiform contexts has led to a wide diffusion of educational games (EG). In spite of their diffusion, there is still a need to reflect on the design process that should embed the games’ pedagogical potential and the instructional process in the entertainment scope. Moreover, as building EG, especially in digital environments, is an enterprise that involves specialists with different expertise, it can be useful to have a shared methodology that is easily understandable and usable by many users. In this paper, we propose to use situated psychological agents (SPA) as a methodology to design and build effective EG and show how to represent games in terms of SPA and their interactions by diagrams and describe different examples of how this approach has been applied.
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Nazir, Farrukh, Arshad Ali, and Muhammad Farooq. "Usage Patterns of Western Televised Contents in Pakistan: A Use and Gratification Approach." Global Social Sciences Review IV, no. III (September 30, 2019): 306–17. http://dx.doi.org/10.31703/gssr.2019(iv-iii).40.

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The main objective of the research was to find out the preference wise list of western televised programming among the viewers in Islamabad. By applying the stratified sampling technique, 292 respondents were finalized for analysis. It was found that entertainment programming was mostly consumed western televised contents and then, educational and political. The usage of western televised contents was assessed due to dissatisfaction about their own programming, educational and political systems. They preferred the western programming and systems comparatively a better choice.
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Sakti, Tahta Lawna, and Tressyalina Tressyalina. "REALISASI TINDAK TUTUR LANGSUNG DALAM PRAKTIK WAWANCARA TIPE LIGHT ENTERTAIMENT MAHASISWA PRODI PENDIDIKAN BAHASA INDONESIA UNIVERSITAS NEGERI PADANG." Pendidikan Bahasa Indonesia 8, no. 1 (March 18, 2019): 195. http://dx.doi.org/10.24036/103936-019883.

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ABSTRACT The purpose of this study is, to describe the realization of the continuity of the educational status of Indonesian Language student speech is State University of Padang in interviews for talk show type of light entertainment. The purpose of the descriptive is to describe, describe or depict a systematic, factual, and accurate about the facts, properties, as well as the relationship of the antarfenomena investigated. This research data is a fact of learning skills in realization of the continuity and to talk show type light entertainment and speech in the transcript of the interview performance containing follow the research results directly said is there is a realization of the continuity of students ' skill in speech taped as much as 76.77%, with the imperative mood-as 6 speech imperatives with the percentage of 1.51%, other interrogative mode-interrogative as much as 234 speech with percentage 59.10%, and declarative mode-form declarative as much as 64 speech with 16.16% percentage. Based on the results of the study it can be concluded that the realization of the continuity of the educational status of Indonesian Language student speech is State University of Padang in skill type talk show taped for light entertainment is already realized, but there needs to be the addition of a form of a question in the form of ketidaklangsungan speech. Kata Kunci: Relisasi, tindak tutur langsung, Keterampilan Berwawancara, Gelar Wicara Tipe Light Entertaiment
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