Academic literature on the topic 'Edutainment'

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Journal articles on the topic "Edutainment"

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Kim, Young-hwan, Min-ji Jang, and Doo-bong Kang. "Research Trend Analysis of Edutainment Application in Korea: From 2015 to 2022." Korea Association of Education Consulting and Coaching 8, no. 1 (2024): 37–58. http://dx.doi.org/10.31137/ecc.2024.8.1.37.

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This paper aims to draw implications for future research on edutainment with particular focus on applying edutainment in the classroom setting through a stock-taking effort of Korean research on edutainment. Employing multiple frequency analysis and cross-analysis of the findings between this paper and our previous trend analysis of edutainment research in Korea (Lee & Kim, 2015), we have analyzed a total of 54 research, 40 peer-reviewed articles and 14 dissertations, related to edutainment that have been published from 2015 to 2022. We primarily find that first, through a comparison of th
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Litera, Emman A., and Minie L. Bulay. "The effectiveness of edutainment in teaching cell cycle and transport mechanisms." International Journal of Evaluation and Research in Education (IJERE) 14, no. 3 (2025): 2400. https://doi.org/10.11591/ijere.v14i3.30810.

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<span>Traditional lecture-based teaching methods prevalent in Philippine schools often lead to passive learning. By contrast, this study investigates the active engagement and enhanced conceptual comprehension facilitated by edutainment through Classcraft v.4.2.6, focusing on the least learned competencies of cell cycle and transport mechanisms. Expert evaluation of edutainment content affirmed its potential as a valuable educational tool. Students exposed to the edutainment method showed significantly improved learning outcomes compared to those taught via traditional lecture method, as
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Egloff, Tammie Hutto. "Edutainment." Computers in Entertainment 2, no. 1 (2004): 13. http://dx.doi.org/10.1145/973801.973822.

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Makarius, Erin E. "Edutainment." Management Teaching Review 2, no. 1 (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
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Encarnação, José L., and H. Diener. "Edutainment." Informatik-Spektrum 27, no. 6 (2004): 512–15. http://dx.doi.org/10.1007/s00287-004-0437-2.

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Walsh, Kieran. "Edutainment?" BMJ 330, no. 7500 (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 (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 (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 str
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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 (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
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Dissertations / Theses on the topic "Edutainment"

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MARTINA, ANDREA. "Virtual Heritage: new technologies for edutainment." Doctoral thesis, Politecnico di Torino, 2014. http://hdl.handle.net/11583/2541502.

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Cultural heritage represents an enormous amount of information and knowledge. Accessing this treasure chest allows not only to discover the legacy of physical and intangible attributes of the past but also to provide a better understanding of the present. Museums and cultural institutions have to face the problem of providing access to and communicating these cultural contents to a wide and assorted audience, meeting the expectations and interests of the reference end-users and relying on the most appropriate tools available. Given the large amount of existing tangible and intangible heritage,
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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-p
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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/.<br>Edutainment - неологізм, який складається з англійських слів education і entertainment - навчання і розвага одночасно. Дана концепція допомагає зробити
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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
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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 edu
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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
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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 i
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Books on the topic "Edutainment"

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

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

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

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Rossetti, Giulia, Brianna Wyatt, and Jane Ali-Knight. Festivals and Edutainment. Routledge, 2023. http://dx.doi.org/10.4324/9781003305415.

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

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Pan, Zhigeng, Adrian David Cheok, Wolfgang Müller, Xiaopeng Zhang, and Kevin Wong, eds. Transactions on Edutainment IV. 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. 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. 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. 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. Springer Berlin Heidelberg, 2012. http://dx.doi.org/10.1007/978-3-642-29050-3.

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Book chapters on the topic "Edutainment"

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Rennie, Frank, and Keith Smyth. "Edutainment." In Digital Learning: The Key Concepts, 2nd ed. Routledge, 2019. http://dx.doi.org/10.4324/9780429425240-71.

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Adams, Colin. "Edutainment." In Do Androids Dream of Symmetric Sheaves? Springer Nature Switzerland, 2023. http://dx.doi.org/10.1007/978-3-031-31491-9_39.

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Mohamad Saleh, Mohamad Saifudin. "Edutainment in Sustainability." In Sustainability Communication across Asia. 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. 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. 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. Palgrave Macmillan US, 2009. http://dx.doi.org/10.1057/9780230101760_4.

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Smith, Shelley L. "Education and “Edutainment”." In Interdisciplinary Evolution Research. Springer Nature Switzerland, 2024. http://dx.doi.org/10.1007/978-3-031-69429-5_12.

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Malaka, Rainer, Kerstin Schneider, and Ursula Kretschmer. "Stage-Based Augmented Edutainment." In Smart Graphics. 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. 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. Springer Berlin Heidelberg, 2006. http://dx.doi.org/10.1007/11736639_2.

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Conference papers on the topic "Edutainment"

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Ababkova, Marianna Yu, Irina Yu Melnikova, and Larisa V. Sharakhina. "Eye Tracking for Digital Storytelling Content in Edutainment." In 2025 Communication Strategies in Digital Society Seminar (ComSDS). IEEE, 2025. https://doi.org/10.1109/comsds65569.2025.10971304.

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Irawati, Sylvia, Sengpyo Hong, Jinwook Kim, and Heedong Ko. "3D edutainment environment." In the 2008 International Conference in Advances. 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. 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. Furthermo
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Rehm, Matthias, Karin Leichtenstern, Jörg Plomer, and Christian Wiedemann. "Gesture activated mobile edutainment (GAME)." In the 9th International Conference. 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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Reports on the topic "Edutainment"

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Siddique, Abu, Michael Vlassopoulos, and Yves Zenou. Leveraging edutainment and social networks to foster interethnic harmony. The IFS, 2024. http://dx.doi.org/10.1920/wp/ifs.2024.2024.

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Siddique, Abu, Michael Vlassopoulos, and Yves Zenou. Leveraging edutainment and social networks to foster interethnic harmony. The IFS, 2024. http://dx.doi.org/10.1920/wp.ifs.2024.2024.

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Gosh, Anushka. Building self-efficacy and literacy through edutainment: experimental evidence from Kenya. Busara, 2024. http://dx.doi.org/10.62372/aory8993.

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Although access to primary education has increased in recent decades, the "learning crisis" continues to prevail. This was exacerbated by the COVID-19 pandemic, widening the learning gap for communities on the margin. In this context, educational Technology (EdTech) could play an important role in bridging the educational gap. Edtech has the power to reach communities through simple, low-cost solutions, and could make learning relevant and fun. With Ubongo, we explored the possibility of combining evidence and good old story telling that is rooted in African experiences to bring quality learni
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Dione, Malick, Jessica Heckert, Melissa Hidrobo, Agnès Le Port, Amber Peterman, and Moustapha Seye. C’est la vie!: Mixed impacts of an edutainment television series in West Africa. International Food Policy Research Institute, 2023. http://dx.doi.org/10.2499/p15738coll2.137017.

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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. International Food Policy Research Institute, 2022. http://dx.doi.org/10.2499/p15738coll2.136486.

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Watanapokakul, Satita. A Development of a game-based supplementary e-learning program for english for veterinary profession I. Chulalongkorn University, 2016. https://doi.org/10.58837/chula.res.2016.52.

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In the era of globalization, gam-based learning is one of the options that teachers implement with the students both inside and outside the classroom. This study focuses on the role of edutainment at the tertiary level. The context is the teaching and learning of English for Veterinary Profession I (Eng Vet Prof I) for 2nd year students at Chulalongkorn University Language Institute (CULI) in Bangkok, Thailand. This course focuses on improving the students’ listening and speaking skills in the Veterinary field. In order to make the materials relevant and attractive to Net Gen learners, a game-
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