Academic literature on the topic 'Edutainment'

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Journal articles on the topic "Edutainment"

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Egloff, Tammie Hutto. "Edutainment." Computers in Entertainment 2, no. 1 (January 2004): 13. http://dx.doi.org/10.1145/973801.973822.

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Makarius, Erin E. "Edutainment." Management Teaching Review 2, no. 1 (December 9, 2016): 17–25. http://dx.doi.org/10.1177/2379298116680600.

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Edutainment, while seemingly a new and trending idea, is quite simply the combination of education and entertainment, or improving learning by making it more engaging. What began as a way to teach children concepts in a fun way (e.g., School House Rock) has evolved into an integration of technology, design, and academics (e.g., TED talks). Technology allows educators to become edutainers more easily by providing user-friendly formats and digital distribution that facilitates the creation of specialized content. This article provides an overview of two edutainment technologies and how they can be used to enhance the learner experience. The general features of the programs are described as well as how they can be applied in a management classroom.
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Encarnação, José L., and H. Diener. "Edutainment." Informatik-Spektrum 27, no. 6 (December 2004): 512–15. http://dx.doi.org/10.1007/s00287-004-0437-2.

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Walsh, Kieran. "Edutainment?" BMJ 330, no. 7500 (May 12, 2005): 1126. http://dx.doi.org/10.1136/bmj.330.7500.1126.

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Hatton, Richard. "Edutainment." Electronics Education 1995, no. 3 (1995): 7. http://dx.doi.org/10.1049/ee.1995.0063.

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Langan, Mark. "That’s Edutainment." Bioscience Education 17, no. 1 (June 2011): 1–3. http://dx.doi.org/10.3108/beej.17.0.

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Zaenul Arifin, Mohammad, Ida Zulaeha, and Rahayu Pristiwati. "Implementation of Blended Learning Storytelling Skills with Edutainment Strategies in Strengthening Character Values for Elementary School Students." International Journal of Research and Review 9, no. 6 (June 18, 2022): 68–74. http://dx.doi.org/10.52403/ijrr.20220610.

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The aimed of this study were (1) to analyze the planning of blended learning storytelling skills with edutainment strategies in strengthening character values for elementary school students, (2) to analyze storytelling blended learning with edutainment strategies in strengthening character values for students. elementary school, (3) analyzing the results of blended learning storytelling skills with edutainment strategies in strengthening character values in elementary school students (4) analyzing the barriers and supporting factors for blended learning storytelling skills with edutainment strategies in strengthening character values in elementary school students. The design of this study used a sequential explanatory. The results of this study 1) planning blended learning storytelling skills with edutainment strategies in strengthening character values for students, 2) implementing blended learning storytelling skills with edutainment strategies in strengthening character values for elementary school students, 3 ) Analysis of learning outcomes of the implementation of blended learning storytelling skills with edutainment strategies in strengthening character values for elementary school students, 4) Obstacles and supports for implementing blended learning storytelling skills with edutainment strategies in strengthening character values for elementary school students.. Keywords: blended learning, edutainment strategies, storytelling skills, strengthening character values.
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Agustriana, Nesna. "PENGARUH METODE EDUTAINMENT DAN IDENTITAS DIRI TERHADAP KETERAMPILAN SOSIAL ANAK." Al Fitrah: Journal Of Early Childhood Islamic Education 2, no. 1 (July 1, 2018): 216. http://dx.doi.org/10.29300/alfitrah.v2i1.1517.

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This study aimed to determine the effect of method of edutainment and self-concept towards the children's social skills in group A. The research method used in this research is experimental method with the treatment design by level 2 x 2 with 48 children samples. Social skills research data obtained was analyzed by analysis of variance (ANOVA) two lines and, which firstly tested by requirements test analysis through normality test with Liliefors test and homogeneity test with Bartlett test. The results showed that, (1) there are differences in social skills children treated edutainment method to approach the game with the children who were given treatment methods edutainment multimedia approach, (2) there are significant interaction between method of edutainment and self-concept of the child's social skills, (3) there are differences in social skills children treated edutainment method to approach the game with the children who were given treatment methods edutainment multimedia approach to children who have a positive self-concept, (4) there are differences in social skills children treated edutainment method to approach the game with the children who were given treatment methods edutainment multimedia approach to children who have a negative self-concept. Keyword : Edutainment Methode, Social Skill, self-identity
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Zamzami, Elviawaty Muisa. "Aplikasi Edutainment Pendukung Pembelajaran Jarak Jauh TK Merujuk Standar Nasional PAUD." Jurnal Obsesi : Jurnal Pendidikan Anak Usia Dini 5, no. 2 (September 19, 2020): 985–95. http://dx.doi.org/10.31004/obsesi.v5i2.750.

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Pandemi COVID-19 memicu perubahan pembelajaran Nasional, memunculkan “Belajar Dari Rumah”. Penyelenggaraan Pendidikan menjadi Pembelajaran Jarak Jauh (PJJ), tidak terkecuali untuk jenjang Taman Kanak-kanak (TK). PJJ membutuhkan teknologi informasi dan komunikasi termasuk aplikasi edutainment. Aplikasi edutainment dapat mendukung pembelajaran pada jenjang TK. Paper ini memuat penelitian untuk memperoleh aplikasi-aplikasi edutainment yang dapat mendukung PJJ TK merujuk Standar Nasional PAUD (SN PAUD). Penelitian kualitatif ini menggunakan teknik observasi terhadap aplikasi-aplikasi pada Google Play Store dengan platform Android. Selanjutnya, melakukan analisis eksperimen terhadap konten dari aplikasi edutainment yang telah dikumpulkan. Bagian akhir paper ini memberikan daftar aplikasi edutainment yang penggunaannya mendukung PJJ jenjang TK, bukan untuk menggantikan materi pembelajaran yang telah disusun untuk tatap muka langsung atau daring. Aplikasi-aplikasi edutainment tersebut memuat konten berkesesuaian dengan Standar Isi pada SN PAUD, sehingga siswa memperoleh lebih banyak manfaat “Belajar Dari Rumah” dan memungkinkan guru mengeksplorasinya untuk pembelajaran.
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Bird, Stephen A. "Language Learning Edutainment." RELC Journal 36, no. 3 (December 2005): 311–39. http://dx.doi.org/10.1177/0033688205060053.

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Dissertations / Theses on the topic "Edutainment"

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Gori, Raffaele. "Tangram ed edutainment per l'apprendimento della geometria." Bachelor's thesis, Alma Mater Studiorum - Università di Bologna, 2015. http://amslaurea.unibo.it/9561/.

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Partendo dalle analisi condotte sulla relazione esistente tra il divertimento ed un migliore apprendimento, e sui concetti di Edutainment e Gamification, si è realizzata una applicazione per dispositivi mobili che riproduce in formato digitale il gioco cinese del Tangram al fine di utilizzarlo come strumento di edutainment volto all'apprendimento di alcune nozioni di geometria ed all'allenamento delle abilità legate alla logica. Nello sviluppo di tale applicazione si è fatto riferimento alla metodologia di progettazione delle applicazioni ibride, in modo da semplificare la portabilità cross-platform tra i dispositivi, e si è prestata particolare attenzione alla creazione di un sistema che possa essere inserito come modulo all'interno di una applicazione multi-gioco di più ampio respiro. Per la progettazione si è fatto riferimento al paradigma ad oggetti e ad una gestione delle dinamiche di gioco event-driven.
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Іванова, Марина Сергіївна. "Edutainment як спосіб поліпшення вивчення іноземної мови." Thesis, Національний авіаційний університет, 2021. https://er.nau.edu.ua/handle/NAU/50994.

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1. Акопова Н. Как внедрить edutainment в процесс изучения языка [Електронний ресурс] / Нана Акопова – Режим доступу до ресурсу: https://www.teachaholic.pro/kakvnedrit-edutainment-izuchenie-yazyka/. 2. Акопова Н. Learning by playing: 6 игр для онлайн и оффлайн уроков без подготовки [Електронний ресурс] / Нана Акопова – Режим доступу до ресурсу: https://www.teachaholic.pro/learning-by-playing-6-igr-dlya-onlajn-i-offlajn-urokov-bezpodgotovki/.
Edutainment - неологізм, який складається з англійських слів education і entertainment - навчання і розвага одночасно. Дана концепція допомагає зробити навчання цікавим, тим самим підвищити включеність учасників в освітній процес. Соціальні мережі, Versus батли, Youtube, серіали, комп'ютерні ігри, мобільні додатки, - все це є невід'ємною частиною нашого життя, і ми навряд чи можемо уявити наше спілкування без цього.
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Vogelsberg, Simone. "Verkehrserziehung durch Edutainment : der Einfluss spielerischer Lernsoftware auf Verkehrswissen, Gefahrenbewusstsein und Verkehrsverhalten /." Berlin : Logos, 2008. http://deposit.d-nb.de/cgi-bin/dokserv?id=3095531&prov=M&dok_var=1&dok_ext=htm.

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Hafidh, Basim. "SmartPads - Encouraging Children's Physical Activity Using a Multimedia Edutainment System." Thèse, Université d'Ottawa / University of Ottawa, 2012. http://hdl.handle.net/10393/23236.

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This thesis presents an exercise-based edutainment system intended for children. It is designed to enhance their cognitive development by encouraging movement in a fun way. The main idea behind the system is that children will have fun constructing a physical, tangible user interface. In addition, they will learn how to spell many words that represent objects and entities by stepping on a collection of coloured pads and receiving responses through a set of multimedia outputs related to these entities. For this purpose we have designed and implemented a tangible user interface that facilitates interaction with the system. This tangible user interface is called "SmartPads" and is composed of coloured tiles that can be physically connected to each other to form any shape. The pads are mapped onto a computer screen in real-time. A user interacts with the interface by stepping on the pads. We have incorporated two games that allow children of different ages to benefit from the system's functionalities and encourage them to interact with it. This thesis provides detailed information about the proposed system and its related components, discusses the design and development of the two games, and measures the system's performance when used by the children.
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Ayad, Khaled A. A. "The role of edutainment in e-learning : an empirical study." Thesis, De Montfort University, 2011. http://hdl.handle.net/2086/5180.

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Impersonal, non-face-to-face contact and text-based interfaces, in the e-Learning segment, present major problems that are encountered by learners, since they are out on vital personal interactions and useful feedback messages, as well as on real-time information about their learning performance. This research programme suggests a multimodal, combined with an edutainment approach, which is expected to improve the communications between users and e-Learning systems. This thesis empirically investigates users’ effectiveness; efficiency and satisfaction, in order to determine the influence of edutainment, (e.g. amusing speech and facial expressions), combined with multimodal metaphors, (e.g. speech, earcon, avatar, etc.), within e-Learning environments. Besides text, speech, visual, and earcon modalities, avatars are incorporated to offer a visual and listening realm, in online learning. The methodology used for this research project comprises a literature review, as well as three experimental platforms. The initial experiment serves as a first step towards investigating the feasibility of completing all the tasks and objectives in the research project, outlined above. The remaining two experiments explore, further, the role of edutainment in enhancing e-Learning user interfaces. The overall challenge is to enhance user-interface usability; to improve the presentation of learning, in e-Learning systems; to improve user enjoyment; to enhance interactivity and learning performance; and, also, to contribute in developing guidelines for multimodal involvement, in the context of edutainment. The results of the experiments presented in this thesis show an improvement in user enjoyment, through satisfaction measurements. In the first experiment, the enjoyment level increased by 11%, in the Edutainment (E) platform, compared to the Non-edutainment (NE) interface. In the second experiment, the Game-Based Learning (GBL) interface obtained 14% greater enhancement than the Virtual Class (VC) interface and 20.85% more than the Storytelling interface; whereas, the percentage obtained by the game incorporated with avatars increased by an extra 3%, compared with the other platforms, in the third experiment. In addition, improvement in both user performance and learning retention were detected through effective and efficiency measurements. In the first experiment, there was no significant difference between mean values of time, for both conditions (E) & (NE) which were not found to be significant, when tested using T-test. In the second experiment, the time spent in condition (GBL) was higher by 7-10 seconds, than in the other conditions. In the third experiment, the mean values of the time taken by the users, in all conditions, were comparable, with an average of 22.8%. With regards to effectiveness, the findings of the first experiment showed, generally, that the mean correct answer for condition (E) was higher by 20%, than the mean for condition (NE). Users in condition (GBL) performed better than the users in the other conditions, in the second experiment. The percentage of correct answers, in the second experiment, was higher by 20% and by 34.7%, in condition (GBL), than in the (VC) and (ST), respectively. Finally, a set of empirically derived guidelines was produced for the design of usable multimodal e-Learning and edutainment interfaces.
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Peirce, L. Meghan. "Botswana's Makgabaneng: An Audience Reception Study of an Edutainment Drama." Ohio University / OhioLINK, 2011. http://rave.ohiolink.edu/etdc/view?acc_num=ohiou1304698745.

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Vogelsberg, Simone. "Verkehrserziehung durch Edutainment der Einfluss spielerischer Lernsoftware auf Verkehrswissen, Gefahrenbewusstsein und Verkehrsverhalten." Berlin Logos-Verl, 2007. http://d-nb.info/988446464/04.

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Karime, Ali. "The Magic System: An ambient edutainment system for the young children." Thesis, University of Ottawa (Canada), 2009. http://hdl.handle.net/10393/28937.

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This thesis presents an ambient edutainment system that targets the young children and helps them gain knowledge while having fun. The main idea of the system is that children will learn about new objects by either spelling the names of these objects or by tapping over them, and get in response a set of multimedia output related to these objects. For this purpose, we have implemented two approaches. The first approach is based on a voice recognition engine that detects children's speech, maps their unclear words to an appropriate pre-defined match, and provides the system with an accurate term in order to retrieve the appropriate media. Now the second approach is based on the concept of tangible computing. For this purpose, we designed a tangible user interface called "Magic Stick" that reads the tag identifications attached to entities and objects, and then maps them to their pre-defined terms. We incorporated three games that allow children of different ages to benefit from the system's functionalities and encourage them to interact with it.
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Gibbons, Laura. "Participatory Edutainment in Practice : A Case Study of Wan Smolbag, Vanuatu." Thesis, Malmö universitet, Malmö högskola, Institutionen för konst, kultur och kommunikation (K3), 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-39015.

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Entertainment-Education (EE), or ‘Edutainment’ as it has come to be known, is a prominent discipline and communicative practice, both in international and community development, and is utilised to address social issues and culturally specific norms, some of which may be taboo or harmful.  This research sets out to explore the application of edutainment, in particular Theatre for Development (TfD), through an examination of its practice in a Pacific context; namely, a case study of Wan Smolbag Theatre (WSB), a grassroots NGO based in Vanuatu. Using tangible examples of WSB’s theatre work, the interplay between listening, participation, and dialogue will be examined as they bear on WSB’s diverse operations in Vanuatu. It will also be suggested that edutainment and TfD sits at the intersection of communication, culture and development and in fact, requires all three elements in order to be realised.  Through its use of edutainment and TfD, WSB’s core strength lies in its sensitivity and responsiveness to both culture as aesthetic activity and as a way of life, enabling a dialogic, participatory approach that provides a stage for subaltern community voices to identify issues, and importantly, solutions to their own problems.  The Pacific Region poses a complex landscape for development research and the same applies in the area of communication for development and social change. Due to its vast geographical area but often small population sizes, Pacific-focused research and data can be difficult to source, both of a qualitative and quantitative nature. This study aims to address one such gap, while also attempting to situate this research in the wider historical context of edutainment.
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Mornio, Rebekka. "Barn lär med interaktiva och lekfulla metoder." Thesis, Mälardalen University, Mälardalen University, Department of Innovation, Design and Product Development, 2008. http://urn.kb.se/resolve?urn=urn:nbn:se:mdh:diva-1593.

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Som examensarbete har jag utformat en demonstrationsversion av en multimedial barnproduktion. Min roll har både varit beställare, projektledare och kreatör. Produktionen ”Rutger och Zac spårar djur i skogen” är en variant av ”edutainment”, en form av underhållande läromedel. Syftet med projektet har varit att levandegöra djur och natur. Mottagaren lär och förstår med interaktiva och lekfulla metoder.

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Books on the topic "Edutainment"

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Sāmkōsēt, Warākō̜n. Best: Edutainment essay. 2nd ed. Krung Thēp: Openbooks, 2004.

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William, Mann. Edutainment comes alive! Indianapolis: Sams Pub., 1994.

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Sāmkōsēt, Warākō̜n. Different: Edutainment essay. Krung Thēp: Openbooks, 2004.

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Zhigeng, Pan. Transactions on Edutainment IV. New York: Springer-Verlag, 2010.

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Pan, Zhigeng, Adrian David Cheok, Wolfgang Müller, Xiaopeng Zhang, and Kevin Wong, eds. Transactions on Edutainment IV. Berlin, Heidelberg: Springer Berlin Heidelberg, 2010. http://dx.doi.org/10.1007/978-3-642-14484-4.

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Pan, Zhigeng, Adrian David Cheok, Wolfgang Mueller, and Mingmin Zhang, eds. Transactions on Edutainment XI. Berlin, Heidelberg: Springer Berlin Heidelberg, 2015. http://dx.doi.org/10.1007/978-3-662-48247-6.

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Pan, Zhigeng, Adrian David Cheok, and Wolfgang Müller, eds. Transactions on Edutainment XIV. Berlin, Heidelberg: Springer Berlin Heidelberg, 2018. http://dx.doi.org/10.1007/978-3-662-56689-3.

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Pan, Zhigeng, Adrian David Cheok, Wolfgang Müller, Ido Iurgel, Paolo Petta, and Bodo Urban, eds. Transactions on Edutainment X. Berlin, Heidelberg: Springer Berlin Heidelberg, 2013. http://dx.doi.org/10.1007/978-3-642-37919-2.

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Pan, Zhigeng, Adrian David Cheok, Wolfgang Müller, Maiga Chang, and Mingmin Zhang, eds. Transactions on Edutainment VII. Berlin, Heidelberg: Springer Berlin Heidelberg, 2012. http://dx.doi.org/10.1007/978-3-642-29050-3.

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Pan, Zhigeng, Adrian David Cheok, Wolfgang Müller, and Abdennour El Rhalibi, eds. Transactions on Edutainment II. Berlin, Heidelberg: Springer Berlin Heidelberg, 2009. http://dx.doi.org/10.1007/978-3-642-03270-7.

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Book chapters on the topic "Edutainment"

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Mohamad Saleh, Mohamad Saifudin. "Edutainment in Sustainability." In Sustainability Communication across Asia, 188–99. London: Routledge, 2022. http://dx.doi.org/10.4324/9781003309642-13.

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Tianjie, Zhang. "Modern Edutainment Space." In Routledge Handbook of Chinese Architecture, 316–29. London: Routledge, 2022. http://dx.doi.org/10.4324/9781315851112-28.

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Okan, Zuhal. "Edutainment and Learning." In Encyclopedia of the Sciences of Learning, 1080–82. Boston, MA: Springer US, 2012. http://dx.doi.org/10.1007/978-1-4419-1428-6_1938.

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Phillips, Tonya Muro. "AIDS and Edutainment." In Critical Approaches to Comparative Education, 57–71. New York: Palgrave Macmillan US, 2009. http://dx.doi.org/10.1057/9780230101760_4.

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Malaka, Rainer, Kerstin Schneider, and Ursula Kretschmer. "Stage-Based Augmented Edutainment." In Smart Graphics, 54–65. Berlin, Heidelberg: Springer Berlin Heidelberg, 2004. http://dx.doi.org/10.1007/978-3-540-24678-7_6.

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Moeslund, Thomas B. "Application Example: Edutainment Game." In Undergraduate Topics in Computer Science, 169–76. London: Springer London, 2012. http://dx.doi.org/10.1007/978-1-4471-2503-7_12.

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Cai, Y. Y., C. W. Chan, B. F. Lu, C. Indhumathi, and Y. Jiang. "VR-Enabled Bio Edutainment." In Technologies for E-Learning and Digital Entertainment, 4. Berlin, Heidelberg: Springer Berlin Heidelberg, 2006. http://dx.doi.org/10.1007/11736639_2.

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Kim, Cheol Min, Hye Sun Kim, and Seong Baeg Kim. "Ontology-Based Edutainment System." In Computational Science and Its Applications - ICCSA 2006, 288–97. Berlin, Heidelberg: Springer Berlin Heidelberg, 2006. http://dx.doi.org/10.1007/11751540_31.

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Wright, Daniel W. M. "‘Edutainment’ in Dark Tourism." In Children, Young People and Dark Tourism, 155–71. London: Routledge, 2022. http://dx.doi.org/10.4324/9781003032199-15.

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jagodzinski, jan. "Between War and Edutainment." In Schizoanalytic Ventures at the End of the World, 167–81. Cham: Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-12367-3_9.

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Conference papers on the topic "Edutainment"

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Irawati, Sylvia, Sengpyo Hong, Jinwook Kim, and Heedong Ko. "3D edutainment environment." In the 2008 International Conference in Advances. New York, New York, USA: ACM Press, 2008. http://dx.doi.org/10.1145/1501750.1501755.

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Walls, Rachel. "Edutainment in Disability Services." In Annual International Conferences on Computer Games, Multimedia and Allied Technology. Global Science & Technology Forum (GSTF), 2008. http://dx.doi.org/10.5176/978-981-08-8227-3_cgat08-25.

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Neo, Han-Foon, Chuan-Chin Teo, and Jackson Lew Han Boon. "Mobile Edutainment Learning Approach." In the 2nd International Conference. New York, New York, USA: ACM Press, 2018. http://dx.doi.org/10.1145/3284497.3284500.

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da Silva Simoes, Paulo David, and Claudio Gabriel Inacio Ferreira. "Military war games edutainment." In 2011 IEEE 1st International Conference on Serious Games and Applications for Health (SeGAH). IEEE, 2011. http://dx.doi.org/10.1109/segah.2011.6165433.

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А.А., Шевцова,, and Гринько, И.А. "Edutainment in ethnographic education." In Современное образование: векторы развития. Социально-гуманитарное знание и общество: материалы VII конференции с международным участием, посвященной 150-летию МПГУ (г. Москва, МПГУ, 21–22 апреля 2022 г.). Crossref, 2022. http://dx.doi.org/10.37492/etno.2022.59.94.066.

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Hussain, Hanafizan, Zarina Che Embi, and Samsuri Hashim. "A Conceptualised Framework for Edutainment." In 2003 Informing Science + IT Education Conference. Informing Science Institute, 2003. http://dx.doi.org/10.28945/2690.

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Conventional technique of design in computer games normally use programming as the ultimate task for developing computer games. In this framework, the development of edutainment for developing computer games for kids will be spearhead towards educators. The development of this conceptualized environment will lead the users to build an application towards a distributed resource available to a group of children. The aim of this paper is to develop an edutainment framework to be used as a tool for nonprogramming users especially educators for preschool children to develop digital games. Furthermore, it will identify the need for the used of diverse media elements and accommodating different skill levels in interface controls.
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Rehm, Matthias, Karin Leichtenstern, Jörg Plomer, and Christian Wiedemann. "Gesture activated mobile edutainment (GAME)." In the 9th International Conference. New York, New York, USA: ACM Press, 2010. http://dx.doi.org/10.1145/1899475.1899477.

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Wang, Qianping, Wei Tan, and Bo Song. "Research and Design of Edutainment." In 2007 First IEEE International Symposium on Information Technologies and Applications in Education. IEEE, 2007. http://dx.doi.org/10.1109/isitae.2007.4409335.

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Zacarias-Flores, Fernando, Rosalba Cuapa, Felipe Hernandez, Antonio Sanchez, and Andres Vazquez. "English Learning Based on Edutainment." In 2009 International Conference on Information and Multimedia Technology. IEEE, 2009. http://dx.doi.org/10.1109/icimt.2009.72.

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Zigh, Ehlem, Ayoub Elhoucine, Abderrahmane Mallek, Mohammed Kadiri, Kouninef Belkacem, and Tolga Ensari. "Smartphone learning for Kids edutainment." In NISS2020: The 3rd International Conference on Networking, Information Systems & Security. New York, NY, USA: ACM, 2020. http://dx.doi.org/10.1145/3386723.3387862.

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Reports on the topic "Edutainment"

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Aju, Stellamaris, Berber Kramer, and Waithaka Lilian. Edutainment, gender and intra-household decision-making in agriculture: A field experiment in Kenya. Washington, DC: International Food Policy Research Institute, 2022. http://dx.doi.org/10.2499/p15738coll2.136486.

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