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Journal articles on the topic 'Edutainment'

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1

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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Egwu, Ogugua A., Uloaku Akubueze Nto Ezimah, Nto Johnson Nto, Eneje Ifunanya, and Chioma Ekenna Ohanenye. "Knowledge, Attitude and Practice of Edutainment among Anatomy Educators: A Nigerian Survey." Scholars International Journal of Anatomy and Physiology 6, no. 07 (2023): 95–99. http://dx.doi.org/10.36348/sijap.2023.v06i07.002.

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Background: It is well known that education and learning can be linked with lucid, playful and pleasurable experiences. Aim: This study evaluated the knowledge, attitude and practice of edutainment among anatomy educators. Methods: The study was conducted among Anatomy educators in four Colleges of Medicine in South Eastern Nigeria. The study adopted a survey research design with a validated structured questionnaire. A total of 34 lecturers (8 females and 24 males) participated in the study. Results: Thirty one (91.2%) of our respondents has heard of edutainment. Their major source of informat
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Fiofanova, Ksenia A. "The Organization of Professional Development of Specialists of the Sociocultural Centers for Children: Towns of Professions, Parks of Science, Interactive Museums." ARPHA Proceedings 3 (November 25, 2020): 585–95. https://doi.org/10.3897/ap.2.e0585.

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The article analyzes education and leisure centers for children, the edutainment-centers. The focus is on the development of new social culture, an increase of the demand in edutainment-centers, problems of competency-based development and profiles of experts' competencies, including their vocational training at corporate and university programs.The purpose of the research is to study the institutional development of edutainment-centers, identify their differences and advantages from traditional institutions (schools), analyze the features of developing technologies in edutainment-centers as w
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Михалюк, А. М. "EDUTAINMENT ЯК СУЧАСНА ІННОВАЦІЙНА ТЕХНОЛОГІЯ". Scientific notes of Junior Academy of Sciences of Ukraine, № 1(26) (12 серпня 2023): 72–79. http://dx.doi.org/10.51707/2618-0529-2023-26-09.

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Edutainment — це інноваційна технологія, яка поєднує розважальні методи й активне навчання з метою створення ефективного балансу між інформацією та розвагами. За допомогою сучасних техно­логій і мультимедійних продуктів Edutainment може бути використана для подання складних тем у легкій розважальній формі, що сприяє розвантаженню психіки студентів. Як стверджує Мікела Еддіс, техноло­гія Edutainment поєднує в собі розважальні прийоми та методи інтерактивного й активного навчання з метою мотивації до пізнання та взаємодії. Вона є ефективним поєднанням інформації, мультимедійних продуктів, психол
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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 (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 P
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Zulkarnain, Nur Fitriya, Ardhe Rizka Mumtadzah, and Asiyah Asiyah. "Dampak Serta Efektifitas Pembelajaran Edutainment Anak Usia Dini di Lab School Audifa." Bouseik: Jurnal Pendidikan Islam Anak Usia Dini 1, no. 2 (2023): 131–39. http://dx.doi.org/10.37092/bouseik.v1i2.648.

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Early childhood edutainment learning has emerged as a promising pedagogical approach that integrates education and entertainment to promote holistic development in young children. This study explores the impact and effectiveness of early childhood edutainment learning at the Audifa Lab School, a leading early childhood education institution in Indonesia. The study employed a mixed-methods approach, combining quantitative and qualitative data collection methods, to comprehensively assess the outcomes of the school's edutainment-based curriculum. Quantitative data were collected through standard
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Swee Cheong, Desmond Cheah, and Yusup Hashim. "Implementing eLearning As Edutainment in Malaysian Higher Education: Challenges and Solution for Educators." Malaysian Journal of Social Sciences and Humanities (MJSSH) 8, no. 7 (2023): e002421. http://dx.doi.org/10.47405/mjssh.v8i7.2421.

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Edutainment is how the teaching and learning are done in a fun and relaxed environment through strategies such as storytelling, simulations, or games. It was realized that e-learning as an edutainment approach is relatively new in Malaysia’s educational system. Hence, this study intends to investigate the challenges and solutions to the implementation of e-learning as an edutainment approach among educators of higher educational level. The study also analyzes the association between the educators’ demographic data with their perceived challenges towards the implementation of e-learning as edut
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Oza, Andri, and Badrus Zaman. "Edutainment dalam Mata Pelajaran Pendidikan Agama Islam." MUDARRISA: Jurnal Kajian Pendidikan Islam 8, no. 1 (2016): 117–44. http://dx.doi.org/10.18326/mdr.v8i1.117-144.

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Tujuan penelitian ini adalah untuk mengetahui strategi dan hambatan edutainment pada mata pelajaran PAI di SMP Muhammadiyah 13 Wonosegoro tahun 2014, serta bagaimana mengatasi hambatan strategi pembelajaran edutainment pada mata pelajaran Pendidikan Agama Islam di SMP Muhammadiyah 13 Wonosegoro tahun 2014. Penelitian dilakukan melalui pendeskripsian fenomena-fenomena yang ada di SMP Muhammadiyah 13 Wonosegoro, dengan kehadiran peneliti sebagai pengamat dan sebagai pengumpul data. Data diperoleh dengan cara wawancara, observasi, dan dokumentasi. Strategi pembelajaran disusun untuk mencapai tuju
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Regitanurvikasari, Padrul Jana, and Sitti Mutia Umasugi. "Efektivitas Model Edutainment terhadap Hasil Belajar Siswa Kelas X di SMA Negeri 1 Gamping." Mosharafa: Jurnal Pendidikan Matematika 11, no. 3 (2022): 471–82. http://dx.doi.org/10.31980/mosharafa.v11i3.738.

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Penggabungan konsep Education dan Entertainment (Edutainment) dalam pembelajaran matematika dapat menjadi suatu solusi yang berdampak baik pada peningkatan hasil belajar matematika siswa. Tujuan penelitian ini adalah untuk menguji efektivitas model edutainment dalam pembelajaran matematika terhadap aspek hasil belajar siswa. Jenis penelitian yang digunakan adalah Quasi Experimental (The Nonequivalent Control Group Design). Populasi penelitian mencakup siswa kelas X SMA Negeri 1 Gamping. Teknik sampling dalam penelitian ini menggunakan simple random sampling, sehingga diperoleh dua kelas sebaga
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Regitanurvikasari, Regitanurvikasari, Padrul Jana, and Sitti Mutia Umasugi. "Efektivitas Model Edutainment terhadap Hasil Belajar Siswa Kelas X di SMA Negeri 1 Gamping." Mosharafa: Jurnal Pendidikan Matematika 11, no. 3 (2022): 471–82. http://dx.doi.org/10.31980/mosharafa.v11i3.1470.

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Penggabungan konsep Education dan Entertainment (Edutainment) dalam pembelajaran matematika dapat menjadi suatu solusi yang berdampak baik pada peningkatan hasil belajar matematika siswa. Tujuan penelitian ini adalah untuk menguji efektivitas model edutainment dalam pembelajaran matematika terhadap aspek hasil belajar siswa. Jenis penelitian yang digunakan adalah Quasi Experimental (The Nonequivalent Control Group Design). Populasi penelitian mencakup siswa kelas X SMA Negeri 1 Gamping. Teknik sampling dalam penelitian ini menggunakan simple random sampling, sehingga diperoleh dua kelas sebaga
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Bird, Stephen A. "Language Learning Edutainment." RELC Journal 36, no. 3 (2005): 311–39. http://dx.doi.org/10.1177/0033688205060053.

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21

Carey, Leah. "Thoughts on Edutainment." Journal of Cancer Education 21, no. 3 (2006): 140. http://dx.doi.org/10.1207/s15430154jce2103_9.

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22

Gestmann, Michael. "Trend zum „Edutainment“." Sales Business 20, no. 3 (2011): 56–57. http://dx.doi.org/10.1365/s35141-011-0052-1.

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Adams, Colin. "On-Line Edutainment." Mathematical Intelligencer 36, no. 2 (2014): 15–17. http://dx.doi.org/10.1007/s00283-013-9440-2.

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Sakamura, K. "Entertainment and Edutainment." IEEE Micro 19, no. 6 (1999): 15–19. http://dx.doi.org/10.1109/mm.1999.809373.

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Pan, Zhigeng, and Jim Chen. "VR-based edutainment." Virtual Reality 12, no. 1 (2008): 1. http://dx.doi.org/10.1007/s10055-008-0082-1.

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Guran, Adriana-Mihaela, Grigoreta-Sofia Cojocar, and Laura-Silvia Dioşan. "The Next Generation of Edutainment Applications for Young Children—A Proposal." Mathematics 10, no. 4 (2022): 645. http://dx.doi.org/10.3390/math10040645.

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Edutainment applications are a type of software that is designed to be entertaining while also being educational. In the current COVID-19 pandemic context, when children have to stay home due to the social distancing rules, edutainment applications for young children are more and more used each day. However, are these applications ready to take the place of an in-person teacher? In this paper, we propose a new generation of edutainment applications that are more suitable for preschoolers (aged 3–6 years old in our country) and closer to the in-person student–teacher interaction: emotions aware
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Beng Keat, Oo Yew, Noorhaniza Wahid, Norhanifah Murli, and Rahayu A. Hamid. "Augmented Reality to Induce Enjoyment in Edutainment Mobile Game." JOIV : International Journal on Informatics Visualization 2, no. 3-2 (2018): 188. http://dx.doi.org/10.30630/joiv.2.3-2.139.

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Augmented reality (AR) is a technology that overlay the computer generated image on real world object. AR has been implemented in various fields and one of the fields is edutainment-based game. Edutainment-based game is a game designed to make the learning process become more fun. Among the edutainment gameplay genre such as tile-matching, action puzzles, traditional puzzle games, and hidden object. However, there are still a lack of edutainment gameplay that utilizes AR technology for hidden object game genre. The hidden object game in the market today does not use 3D scene as their backgroun
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Othman, Hanis Salwani, Syamsul Bahrin Zaibon, and Ahmad Hisham Zainal Abidin. "The Significance of Edutainment Concept in Video-Based Learning in Proposing the Elements of Educational Music Video for Children’s Learning." International Journal of Interactive Mobile Technologies (iJIM) 16, no. 05 (2022): 91–106. http://dx.doi.org/10.3991/ijim.v16i05.23711.

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A video-based learning (VBL) has long practically been used in the education environment to help students enhance their level of understanding. Educational content for VBL has been widely produced on various platforms to support achieving the optimum level of student performance. Additionally, the concept of edutainment using video in education is gaining traction, particularly in children's learning. Implementing the edutainment notion into the learning process is a critical component of successful learning. Previous research has examined the beneficial effects of edutainment using video for
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Winarti, Wahyu Tri, Hadma Yuliani, Mukhlis Rohmadi, and Nurul Septiana. "Pembelajaran Fisika Menggunakan Model Discovery Learning Berbasis Edutainment." Jurnal Ilmiah Pendidikan Fisika 5, no. 1 (2021): 47. http://dx.doi.org/10.20527/jipf.v5i1.2789.

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Pembelajaran fisika merupakan pembelajaran mengenai gejala-gejala alam dan berusaha menemukan hubungan antara kenyataan di alam. Perlu adanya model dan metode yang dapat membantu menerangkan gejala alam tersebut dalam proses pembelajaran fisika. Salah satu model yang diharapkan cocok dengan karakteristik pembelajaran fisika yaitu model discovery learning berbasis edutainment. Penelitian ini bertujuan: (1) untuk mendeskripsikan kelebihan dan kekurangan dari model discovery learning berbasis edutainment; dan (2) untuk mendeskripsikan penerapani model discovery learning berbasis edutainment dalam
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Utami, Aprillyana Dwi, and Mike Dewi Kurniasiih. "Persepsi dan Sikap Calon Guru Biologi Terhadap Potensi Instagram Sebagai Sarana Edutainment dalam Pembelajaran Biologi." BIODIK 8, no. 1 (2022): 120–29. http://dx.doi.org/10.22437/bio.v8i1.15854.

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The purpose of this study was to examine prospective biology teachers’ perceptions and attitudes towards Instagram as a potential edutainment tool in biology learning. The study involved 87 prospective biology teachers from 4 public universities in Indonesia. Participants answered 15 closed questions and three open questions. Then data were analysed quantitatively and qualitatively. The results demonstrated that prospective biology teachers had highly positive perceptions of Instagram as an edutainment tool in biology learning. Respondents strongly agree that Instagram is easier to use than ot
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Bjorvatn, Kjetil, Alexander W. Cappelen, Linda Helgesson Sekei, Erik Ø. Sørensen, and Bertil Tungodden. "Teaching Through Television: Experimental Evidence on Entrepreneurship Education in Tanzania." Management Science 66, no. 6 (2020): 2308–25. http://dx.doi.org/10.1287/mnsc.2019.3321.

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Can television be used to teach and foster entrepreneurship among youth in developing countries? We report from a randomized control field experiment of an edutainment show on entrepreneurship broadcasted over almost three months on national television in Tanzania. The field experiment involved more than 2,000 secondary school students, where the treatment group was incentivized to watch the edutainment show. We find some suggestive evidence of the edutainment show making the viewers more interested in entrepreneurship and business, particularly among females. However, our main finding is a ne
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SHUKLA, LAV, ROOMA PATHAK, R.S. SHUKLA, and KULVINDER SINGH. "EDUTAINMENT: A FUSION OF EDUCATION AND ENTERTAINMENT." International Journal of Social Sciences and Management Review 08, no. 01 (2025): 149–66. https://doi.org/10.37602/ijssmr.2025.8110.

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The integration of edutainment—educational entertainment—into schools and colleges represents a transformative shift in modern education. By blending educational content with entertainment through multimedia, games, virtual reality (VR), and augmented reality (AR), edutainment redefines traditional classroom experiences, fostering a more interactive, engaging, and effective learning environment. However, the adoption of edutainment presents unique challenges, including the need for robust digital infrastructure, professional development for educators, data privacy concerns, and managing screen
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Fiofanova, Ksenia Andreevna. "New humanitarian practices for developing human potential: edutainment centers megacities of the World." Moscow University Pedagogical Education Bulletin, no. 2 (June 29, 2021): 104–14. http://dx.doi.org/10.51314/2073-2635-2021-2-104-114.

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The article presents a comparative analysis of the development of edutainment centers (towns of professions, science parks, museums-interactoriums) in the cities of the world. Edutainment centers, in fact, not being pedagogical centers, implement humanitarian practices for the development of children, focusing on the development of social competencies (soft-skills), self-determination competencies (self-skills), competencies of the 21st century (future-skills). In educational research from a scientific and pedagogical point of view, the educational potential of edutainment centers has not been
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Kholili, Achmad. "Pelatihan Pembelajaran Bahasa Inggris menggunakan Edutainment kepada Siswa dan Siswi di Wongso Maju English Course." JGEN : Jurnal Pengabdian Kepada Masyarakat 2, no. 2 (2024): 223–26. https://doi.org/10.60126/jgen.v2i2.419.

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Salah satu pendekatan yang bisa digunakan dalam mengembangkan bahasa asing, khususnya bahasa inggris adalah pendeketan edutainment. Edutainment merupakan pendekatan dalam pembelajaran yang mengintegrasikan antara pembelajaran dan hiburan sehingga membuat siswa merasa senang dan nyaman di kelas. Oleh karena itu, pengabdian ini di lakukan menggunakan pendekatan tersebut. Sekitar 10 siswa di Wongso Maju English Course berpartisipasi dalam pengabdian ini untuk merasakan pengalaman belajar menggunakan edutainment. Hasil dari pengabdian ini menunjukkan bahwa edutainment dapat memberikan pengalaman y
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Subash M and Dr. Mary Lowrencia C. "Enhancing Oral Communication Skills in English Through Edutainment: A Study on Tertiary-Level Students’ Engagement with Environmental Topics." International Research Journal on Advanced Engineering and Management (IRJAEM) 3, no. 05 (2025): 2134–37. https://doi.org/10.47392/irjaem.2025.0337.

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The integration of edutainment in language learning has emerged as an effective strategy for enhancing students’ engagement and skill development. This study explores the impact of edutainment on tertiary-level students’ oral communication skills in English, particularly when discussing environmental issues. By incorporating interactive digital tools, role-playing activities, and multimedia resources, students are encouraged to practice speaking in a dynamic and immersive environment. The study examines how edutainment fosters confidence, fluency, and comprehension while simultaneously raising
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Solehuddin, Moh, Dadang Muhammad Hasyim, Wa Ode Riniati, Hamzah Puadi Ilyas, and Muslimin Muslimin. "Pelatihan Manajemen Kelas Berbasis Edutainment Bagi Dosen Pemula Dalam Mewujudkan Pembelajaran Yang Menyenangkan." Journal Of Human And Education (JAHE) 4, no. 6 (2024): 178–85. https://doi.org/10.31004/jh.v4i6.1774.

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Penelitian ini bertujuan untuk mengeksplorasi efektivitas pelatihan manajemen kelas berbasis edutainment bagi dosen pemula dalam menciptakan pembelajaran yang menyenangkan. Penelitian ini menggunakan pendekatan kualitatif dengan desain eksperimental pre-test post-test control group. Sampel penelitian terdiri dari dosen pemula yang dibagi menjadi kelompok kontrol dan kelompok perlakuan yang menerima pelatihan manajemen kelas berbasis edutainment. Data dikumpulkan melalui observasi, wawancara, dan analisis dokumen. Hasil penelitian menunjukkan bahwa pelatihan manajemen kelas berbasis edutainment
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Hamdan, Dena, Isjoni, and Yuliantoro. "Pengaruh Metode Edutainment Terhadap Minat Belajar Sejarah Siswa Kelas XI MIA SMAN 2 Rambah Hilir." JISHUM Jurnal Ilmu Sosial dan Humaniora 1, no. 2 (2022): 227–36. http://dx.doi.org/10.57248/jishum.v1i2.65.

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Penelitian ini bertujuan untuk mengetahui: (1) pengaruh metode edutainment terhadap minat belajar sejarah siswa kelas XI MIA SMAN 2 Rambah Hilir. (2) seberapa besar pengaruh metode edutainment terhadap minat belajar sejarah siswa kelas XI MIA SMAN 2 Rambah Hilir. Penelitian ini menggunakan metode eksperimen quasi dengan desain penelitian kuantitatif Pretest-Posttest Control Group Design. Subjek penelitian adalah siswa kelas XI MIA, di SMAN 2 Rambah Hilir dengan populasi sebanyak tiga kelas yaitu kelas XI MIA 1, XI MIA 2, dan XI MIA 3. Sampel pada penelitian ini adalah kelas XI MIA 1 sebagai ke
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Bats, Anastasiia. "EDUTIONMENT AS A WAY TO INCREASE STUDENTS 'MOTIVATION IN FOREIGN LANGUAGE STUDIES." Bulletin of the National Technical University "KhPI". Series: Actual problems of Ukrainian society development, no. 1 (May 25, 2023): 52–57. http://dx.doi.org/10.20998/2227-6890.2021.1.08.

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 Taking into account the contradictory views on edutainment, the prospects of modern educational methods were considered, theoretical and practical substantiation of opinions was made, considerable attention was paid to the specifics of the target audience Generation Z, which is motivated to implement edutainment in the educational process. One of the key features of Generation Z is the naturalness of their existence in the digital space, immersion in the world of gadgets, Internet addiction, clip thinking, inability to focus on one object for a long time, fragmentation and inconsistency
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Kamilia Salsabila, Susanti Sufyadi, and Agus Hadi Utama. "Systematic Literature Review: The Utilization of the Edutainment Learning Model on Students’ Learning Motivation." Jurnal Profesi Pendidikan 4, no. 1 (2025): 132–45. https://doi.org/10.22460/jpp.v4i1.27535.

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This study aimed to describe the utilisation of the edutainment learning model on students’ learning motivation. The study used the Systematic Literature Review (SLR) method. The data used consisted of research articles sourced from the Google Scholar database. Data collection was conducted following the PRISMA Statement guidelines. We presented the obtained data descriptively to provide a comprehensive overview of the impact of the edutainment learning model on students' learning motivation. The analysis of the article indicated that using the edutainment learning model positively impacted st
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Jia, Xiaoshuang, Yue Tan, Qianyun Xiong, Yifang Li, and Wei Hai. "Designing Edutainment Games for Intangible Cultural Heritage: the BNREG Project." Digital Presentation and Preservation of Cultural and Scientific Heritage 9 (September 13, 2019): 281–86. http://dx.doi.org/10.55630/dipp.2019.9.28.

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This paper presents the preliminary investigation and game design process of Beijing Nursery Rhyme Edutainment Game (hereinafter referred to as BNREG), from which we think edutainment concept can provide an innovative gamification method for the impart and inheritance of Intangible Cultural Heritage (hereinafter referred to as ICH). It will also finally identify and discuss the most significant challenges in the design and adoption of edutainment games in ICH field.
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Susanti, Vera Dewi, Edy Suprapto, and Yuli Anis Wardani. "Development Of Android-Based Edutainment Game Learning Media On Phytagoras Theorem For Junior High School Students." AL-ISHLAH: Jurnal Pendidikan 14, no. 3 (2022): 3931–42. http://dx.doi.org/10.35445/alishlah.v14i3.1978.

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Distance learning during the COVID-19 pandemic caused students' learning motivation to decrease. For this reason, an interesting learning process is needed, one of which is by applying game-based learning.This study aims to develop and determine the feasibility of an Android-based edutainment game learning media on the Pythagorean theorem material for junior high school students. This type of research is Research and Development (RD) using the ADDIE development model, namely Analyze, Design, Development, Implementation, and Evaluation. This research was conducted at MTs Muttaqien PSM Takeran i
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Hariyono, E., I. A. Rizki, I. A. Rizqillah, N. F. Citra, N. Shobah, and A. Zainuddin. "Physics Edutainment Learning based on Engklek and Ontang-Anting Games: Creating Fun Physics for Students." Journal of Physics: Conference Series 2392, no. 1 (2022): 012023. http://dx.doi.org/10.1088/1742-6596/2392/1/012023.

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Abstract This study aims to describe students' responses to edutainment-based physics learning. The study was conducted with a qualitative approach involving 33 pre-service physics teachers. The data were analyzed using Miles and Huberman's model, including data reduction, data display, and conclusion drawing. The results showed that 52% of pre-serviceteachers did not know the existence of edutainment-based physics learning as a learning instrument to create exciting and fun physics learning. However, most pre-service physics teachers choose numbers from 7 to 10 to indicate their level of agre
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Wanabuliandari, Savitri, and Sekar Dwi Ardianti. "Pengaruh Modul E-Jas Edutainment terhadap Karakter Peduli Lingkungan dan Tanggung Jawab." Scholaria: Jurnal Pendidikan dan Kebudayaan 8, no. 1 (2018): 70–79. http://dx.doi.org/10.24246/j.js.2018.v8.i1.p70-79.

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The purpose of this research was to: (1) find out the influence of E-JAS edutainment thematic module on environmental awareness character, and (2) find out the influence of E-JAS edutainment thematic module on the character of responsibility. The type of research used is quasi experiment, with the population of this research of fourth graders of SD Negeri in Kudus Regency. The research subjects were students of four grade in SD 2 Jati Kulon, District Jati, the Regency of Kudus in the academic year 2017/2018. The sampling technique was done by purposive sampling. The research design was one gro
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Pratiwi, Shanty Hanna, and Suvriadi Panggabean. "Development of Edutainment-Based Mathematics Learning Media on Social Arithmetic Materials." EduMatika: Jurnal MIPA 2, no. 4 (2022): 126–31. http://dx.doi.org/10.56495/emju.v2i4.252.

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This study is research on the development of edutainment-based mathematics learning media on social arithmetic material at the seventh-grade junior high school level and using macromedia flash 8. The purpose of this study was to determine how the development of edutainment-based learning media at the seventh-grade junior high school level, and how appropriate the learning media was. edutainment-based mathematics in mathematics learning, as well as to determine the responses and interest of students to the development of edutainment-based learning media at the seventh-grade junior high school l
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Kurniawati, Yeni, Kokom Komalasari, Nana Supriatna, and Erlina Wiyanarti. "Edutainment in social studies learning: Can it develop critical thinking skills and creativity?" Cypriot Journal of Educational Sciences 18, no. 1 (2023): 394–407. http://dx.doi.org/10.18844/cjes.v18i1.8395.

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This study is a response to the current conditions of social studies teaching and learning in Indonesia, which are considered tedious, emphasizing low-level components of intellectual growth. Such conditions necessitate the development of the Social Sciences teachers’ creativity to create enjoyable learning that accommodates students' competency attainment. This study aims to investigate, analyze, and characterise edutainment-based social science learning innovations adopted in junior high school. Research and development were employed in the study. It began with a preliminary investigation, f
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Salsabila, Sania, and Abd Kholiq. "Development of Physics Edutainment Website to Improve Students’ Critical Thinking Skills During the Covid-19 Pandemic." Radiasi : Jurnal Berkala Pendidikan Fisika 14, no. 1 (2021): 11–22. http://dx.doi.org/10.37729/radiasi.v14i1.1034.

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During the Covid-19 pandemic that swept the world including Indonesia, and to improve students' critical thinking skills, it is necessary to have supporting media in the learning process as an edutainment website. This study intends to determine the validity of the edutainment website developed in physics lessons to improve student's critical thinking skills. The research method used is development research with the DDD-E model. This research was only limited to media development, and no practicality and effectiveness tests were carried out. In this study, the validity data were obtained from
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Daryati, Melia Eka, Yulidesni, and Didik Suryadi. "Aktivitas Holder Writing Tool Edutainment dalam Menstimulasi Kemampuan Menulis Permulaan Anak Usia Dini." Dharma Raflesia : Jurnal Ilmiah Pengembangan dan Penerapan IPTEKS 20, no. 2 (2022): 373–86. http://dx.doi.org/10.33369/dr.v20i2.21978.

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Kondisi saat ini menunjukkan masih banyak tulisan anak berbentuk tulisan coretan dan posisi tangan anak memegang pensil yang masih kaku. Permasalahan ini didasari dari cara memegang pensil dengan postur yang salah, maka akan berdampak pada salah postur jari jemari, bahkan membuat anak tidak nyaman dalam menulis sehingga menyebabkan anak tidak mau belajar menulis. Kegiatan pengabdian kepada masyarakat ini fokus menstimulasi kemampuan menulis menggunakan holder writing tool edutainment di PAUD Al-Ikhlas Kota Bengkulu dengan sasaran para guru-guru dan anak usia dini. Tujuan pengabdian menstimulas
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Amaliyah Iqbal, Nabilah. "Pembelajaran Akidah Akhlak Berbasis Metode Edutaiment Di Madrasah Aliyah Negeri (MAN) Wajo." Madinah: Jurnal Studi Islam 9, no. 1 (2022): 64–72. http://dx.doi.org/10.58518/madinah.v9i1.1372.

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These developments in the world of education make education today no longer be reduced to a process of transfer of knowledge. Fun education also pays attention to human principles. Fun learning affects the teaching and learning atmosphere so that they can focus their attention fully while studying so that their time on task is high. This study aims to provide an overview of the planning and learning outcomes of aqidah morals with the edutainment method at MAN WAJO. This study uses a qualitative method with a case study approach that only focuses on the edutainment strategy of learning aqidah a
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Rusman, Nur Shahirah, Hairul Nizam Ismail, and Syed Muhammad Rafy Syed Jaafar. "DEMAND OF PRESCHOOL EDUCATION BY ALPHA GENERATION ON EDUTAINMENT LEISURE IN THE CITY." International Journal of Built Environment and Sustainability 6, no. 1-2 (2019): 121–28. http://dx.doi.org/10.11113/ijbes.v6.n1-2.391.

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There had been increasing number of child-centred destination established in the city with the concept of edutainment as to fulfil the needs of alpha generation. Emphasizing on three combined elements of personalized learning, fun and play, edutainment concept is seen as new approach. This is to enhance lifelong learning for the future generation who heavily depending on the advancement and incorporation of technologies to cultivate their intelligent growth. Consequently, the establishment of demand from the preschool operators can be seen through the growing number of excursion and field trip
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Korohoda, Т. "Edutainment as a Modern English Teaching Technique: a Case Study of Lingua-Socio-Cultural Competence Development of Students Majoring in Interpreting and Translation." Vìsnik KNLU. Serìâ “Psihologìâ ta Pedagogìka” / Visnyk KNLU. Series "Pedagogy and Psychology" 38 (July 21, 2023): 123–32. http://dx.doi.org/10.32589/2412-9283.38.2023.284575.

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The vast majority of present-day students belong to the so-called digital generation, which can be characterized by a number of unique cognitive features formed as a result of the extensive use of digital gadgets and modern technology. New means of interacting with reality and new strategies of cognitive information processing have created a demand for updating the repertoire of traditional teaching techniques. The edutainment technique has the capacity to satisfy this demand. Purpose. This article aims to provide a case study of applying the edutainment technique to develop lingua-socio-cultu
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