understanding edutainment

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Page 1: Understanding Edutainment

Evangeline Dennler-Beaver

EDTECH 597

Feb 23, 2011

Week 4: Criticize Edutainment

The main purpose of this study is to explore the empirical insight in developing

edutainment for a profit business. In my previous paper, I mentioned play and learning is more

fun to children however, it does not combine the learning component that edutainment offers.

For example, I upgrade my phone to 4G and I immediately started playing to find out all the

applications. I do not usually read the manual because it is challenging to learn technology by

playing with the object. In playful learning, it is very rewarding because it is an

accomplishment. This paper is an analysis from the findings implication that edutainment is

making a profit business. I will cite the issues that support edutainment as a media form.

According to White (2003), “Edutainment is also a growing paradigm within the science

museum community in the United States. This approach emphasizes fun and enjoyment, often at

the expense of educational content. The idea is that Americans are so used to flashy, polished

entertainment venues like movie theaters and theme parks that they demand similar experiences

at science centers and museums. Thus, a museum is seen as just another business competing for

entertainment dollars from the public, rather than as an institution that serves the public welfare

through education or historical preservation” (p. 1). The idea of learning can promote fun and

colorful ways of achieving educational goals. White explains edutainment is described as

interactive materials that attract and educate but businesses capitalize the concept of edutainment

market. Similarly, Shields (2003) points out that “Digital game usage in education is that within

our society, there is an over emphasis on using technology for technology’s sake rather than

using technology to improve learning outcomes” (p. 3). The author’s concern is the use of

Page 2: Understanding Edutainment

digital games is excessively expensive and competitive as well as prone to help problems

because of elbow pain, carpal tunnel syndrome, and numbness of fingers when a person spends

excessive time in playing.

However, according to Shields (2003), “Children are motivated to persist or longer

periods of time or to approach the learning activity more often” (p. 4). Generally, motivation is

an important factor in learning.

This analysis examines that the use of technology can be useful in multi-task homework.

In contrast, edutainment software process has a discipline issues such as violent, stereotyping,

online hate, and information privacy because of virtual environment. In essence, edutainment

software has negative effect if the parents choose games wisely.

In summary, edutainment has positive and negative effects to children if they do not

know how to comprehend the issues involved. The outcome of this analysis confirms the

existence of multiple frameworks of edutainment, an approach of enjoyable education and

amusement of learning skill. Importantly, the best way to present material as edutainment is to

offer substantial empirical insight into identifying the various methods of the learning process

and communication of the natural habitat of children.