Utilizing Edutainment to Actively Engage K-12 Learners and Promote Students' Learning [electronic resource] : An Emergent Phenomenon / Nancy J. Maushak, Hui-Hui Chen and Hung-Sheng Lai.
Researchers have claimed that while educational computer software does not necessarily improve students' academic performance, it does provide for students a more interesting and motivational environment for learning. It naturally fits in the context of students' learning since it can deli...
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Format: | Electronic eBook |
Language: | English |
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Distributed by ERIC Clearinghouse,
2001.
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245 | 1 | 0 | |a Utilizing Edutainment to Actively Engage K-12 Learners and Promote Students' Learning |h [electronic resource] : |b An Emergent Phenomenon / |c Nancy J. Maushak, Hui-Hui Chen and Hung-Sheng Lai. |
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520 | |a Researchers have claimed that while educational computer software does not necessarily improve students' academic performance, it does provide for students a more interesting and motivational environment for learning. It naturally fits in the context of students' learning since it can deliver nonstop actions, realistic sounds and vivid colors to get students' attention. It also corresponds to the ongoing move towards more student-centered learning (Ellington, 2000). The design of educational computer software adapts games and simulations to help students learn while having fun. Although currently at least one computer per classroom is used for instruction and the number of students per computer is decreasing, teachers are facing challenges to utilize educational software to engage students' learning due to the lack of sufficient technology infrastructures, the lack of proper and quality educational software, and the lack of training and support to make utilizations. This paper explores whether educational software that entertains K-12 students can also promote learning in the practical educational context. The paper also investigates the emergent phenomenon of whether educational software works as "edutainment" to facilitate and motivate students' learning, and whether the utilization is implemented in real classroom instruction without obstacles. The ultimate goal of this paper is to explore the emergent phenomenon of utilizing "edutainment" to actively engage students and promote students' learning. (Contains 43 references.) (Author/AEF) | ||
650 | 1 | 7 | |a Computer Games. |2 ericd. |
650 | 0 | 7 | |a Computer Simulation. |2 ericd. |
650 | 1 | 7 | |a Computer Software Development. |2 ericd. |
650 | 1 | 7 | |a Computer Uses in Education. |2 ericd. |
650 | 0 | 7 | |a Educational Development. |2 ericd. |
650 | 1 | 7 | |a Educational Technology. |2 ericd. |
650 | 0 | 7 | |a Elementary Secondary Education. |2 ericd. |
650 | 0 | 7 | |a Instructional Improvement. |2 ericd. |
650 | 0 | 7 | |a Instructional Materials. |2 ericd. |
650 | 0 | 7 | |a Learner Controlled Instruction. |2 ericd. |
650 | 1 | 7 | |a Student Motivation. |2 ericd. |
700 | 1 | |a Chen, Hui-Hui. | |
700 | 1 | |a Lai, Hung-Sheng. | |
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