22 resultados para edutainment
Resumo:
Resumen basado en el de la publicación.
Resumo:
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.
Resumo:
The Sustainable Strategies Game (SSG) is being developed as ‘edutainment’ in response to the need to understand sustainable futures and advocate sustainability within workplaces in Higher Education. SSG seeks to both deliver experiential teaching and learning for business sustainability and enhance students’ learning experiences within Worcester Business School. This paper presents findings from action research undertaken to formally investigate two aspects of SSG within edutainment for ESD: firstly, it explores the value students obtain from game playing as an approach to sustainability learning. Secondly, it establishes students’ suggestions for evolutions to SSG, e.g. game design and additional features such as social media interventions or legal challenges, to increase its value as a tool for teaching and learning. Informal feedback following sessions playing SSG suggests games generally generate positive effects on students’ learning. Students highlighted SSG offered an enjoyable alternative approach to learning and could drive changes to sustainability thinking. Introducing such gameplay offers the potential to engage participants in collaborative behaviours and encourage consideration of profitability through strategies which carry less impact on the environment; vital to create a sustainable future. This paper presents qualitative evidence from game players that can enhance SSG as a tool to further improve students’ learning experience and its value as edutainment rather than entertainment within ESD.
Resumo:
Relevant past events can be remembered when visualizing related pictures. The main difficulty is how to find these photos in a large personal collection. Query definition and image annotation are key issues to overcome this problem. The former is relevant due to the diversity of the clues provided by our memory when recovering a past moment and the later because images need to be annotated with information regarding those clues to be retrieved. Consequently, tools to recover past memories should deal carefully with these two tasks. This paper describes a user interface designed to explore pictures from personal memories. Users can query the media collection in several ways and for this reason an iconic visual language to define queries is proposed. Automatic and semi-automatic annotation is also performed using the image content and the audio information obtained when users show their images to others. The paper also presents the user interface evaluation based on tests with 58 participants.
Resumo:
The purpose of this study is to explore whether the use of edutainment is able to positively influence children towards healthier eating habits. Using in-depth interview children’s food choices were compared pre and post exposure to educational action cartoon. The study focused on children form the age 5 to 10 in Israel, and was trying to assess at what age groups the message conveyed in the video was correctly retained. Parents were interviewed as well to validate the children’s answers about their food habits, as well as the children’s general media consumption. Results suggest that from age 7 children find the exposure engaging and the message is correctly retained in most cases, especially with the older children. We also noticed that most children were already doing healthy food choices before the exposure to the stimuli.
Resumo:
Fent ús del programari lliure s'ha generat la unitat didàctica del joc del terceti per a la televisió digital interactiva i s'ha desada en format SCORM. La facilitat d'ús del comandament a distància fa possible practicar un tipus de t-learning fonamentat en l'edutainment (education+entertaiment) i provoca que el teleespectador passiu passi a ser un "teleusuari" més actiu.
Resumo:
Tässä opinnäytetyössä tutkitaan, millaisia keinoja Suomen esihistoriaa käsittelevillä virallisilla Internet-sivuilla on käytetty aiheen houkuttelevaksi ja kiehtovaksi tekemiseen sekä ehdotetaan keinoja, joilla houkuttelevuutta ja kiehtovuutta voisi edesauttaa. Tutkimuksen innoittajana on näkemys, jonka mukaan suomalaisten keskimäärin pitäisi tuntea esihistoriansa ja muinaisjäännöksiä suojelevat säädökset nykyistä paremmin. Internet olisi luonteva väylä yleisen tietämyksen lisäämiseen näistä aiheista. Tutkimuksessa käytetyt kriteerit pohjautuvat käytettävyyttä ja esteettömyyttä, edutaimentia sekä elämyksellisyyttä koskevaan teoriatietoon samoin kuin pienimuotoisen, vastaajien Internet-sivuja koskevia mieltymyksiä kartoittaneen kyselyn tuloksiin. Työn alussa määritellään siinä esiintyvät termit ja käytetyt tutkimuskriteerit. Sen jälkeen tutkitaan näiden kriteerien mukaan Museoviraston ja maakuntamuseoiden esihistoria-aiheiset www-sivut. Lopuksi esitetään yhteenveto tutkimuksen tuloksista sekä ideoita siitä, miten esihistoriasta kertovista verkkototeutuksista saataisiin houkuttelevampia, kiehtovampia ja elämyksellisempiä. Tutkimus osoitti, että Museoviraston ja maakuntamuseoiden WWW-sivuilla on paljon kehittämisen varaa, vaikka ne peruskäytettävyydeltään ovat pääosin mainioita. Havainnollistusta, orientointia ja muita kiehtovuutta lisääviä keinoja käyttäen niistä olisi kuitenkin mahdollista saada huomattavasti nykyistä houkuttelevampia, viihdyttävämpiä ja elämyksellisempiä.
Resumo:
Número monográfico dedicado a las I Jorandas Telspain de Proyectos de I + D en Tecnologías para el Aprendizaje en España.Resumen basado en el de la publicación
Resumo:
This article presents considerations about viability on reutilize existing web based e-Learning systems on Interactive Digital TV environment according to Digital TV standard adopted in Brazil. Considering the popularity of Moodle system in academic and corporative area, such system was chosen as a foundation for a survey into its properties to create a specification of an Application Programming Interface (API) for convergence to t-Learning characteristics that demands efforts in interface design area due the fact that computer and TV concepts are totally different. This work aims to present studies concerning user interface design during two stages: survey and detail of functionalities from an e-Learning system and how to adapt them for the Interactive TV regarding usability context and Information Architecture concepts.
Resumo:
Coordenação de Aperfeiçoamento de Pessoal de Nível Superior (CAPES)
Resumo:
Pós-graduação em Televisão Digital: Informação e Conhecimento - FAAC
Resumo:
The aim of this paper is to describe and analyze the process of implementing the Digital Television in Argentina between November, 2011 and April, 2012, a period where this author has developed postdoctoral research entitled "Digital TV, T-Learning and Edutainment: An Assessment of the Argentine case" at the University of La Matanza in San Justo, City of Buenos Aires, Argentina.
Resumo:
Nell'ambito di questa tesi è stato sviluppato un gioco per l'apprendimento della matematica rivolto ai ragazzi delle scuole medie. In particolare, è stato realizzato un cruciverba numerico sotto forma di WebApp, ovvero utilizzando tecnologie web.