Information Technology and Edutainment: Education and Entertainment in the Age of Interactivity
Felice Corona,
Carla Cozzarelli,
Carmen Palumbo and
Maurizio Sibilio
Additional contact information
Felice Corona: Department of Medicine and Surgery, University of Salerno, Salerno, Italy
Carla Cozzarelli: Department of Human, Philosophical, and Educational Sciences, University of Salerno, Salerno, Italy
Carmen Palumbo: Department of Human, Philosophical, and Educational Sciences, University of Salerno, Salerno, Italy
Maurizio Sibilio: Department of Human, Philosophical, and Educational Sciences, University of Salerno, Salerno, Italy
International Journal of Digital Literacy and Digital Competence (IJDLDC), 2013, vol. 4, issue 1, 12-18
Abstract:
The tight connection which occurs between entertainment and education has originated what is defined edutainment which can be considered as a continuous and innovative brain-training, which stimulates, in an interactive way, the capacity to combine attention and motivation to explore and learn. The role of games in learning is a common topic in research. The various games linked to the edutainment mechanism, in particular, have been analyzed to understand in what way and to which extent they can facilitate study, development of memory, attention, motivation and other cognitive processes as well as spatial abilities. The aim is the definition of “edutainment” as a branch of e-learning which promotes learning process in school, extra-school and didactic field in general, in a playful way, through multimedia applications. The idea of encouraging the integration of game, technology and learning is new and at the same time complex for its educational aims. At international level, United States Department of Education, with the cooperation of educational agents and teachers, recently developed a statistical table of the results reached by an important project for the creation of modules for the learning through Internet. Shown below there are information about the results of this project that were used to be transferred on a national level to start and implement the same project. The interactive technologies, really because they turn the users into actors, they can involve and entertain reducing the gap between the teacher/communicator, standing out as leader of knowledge, and the pupil receiving the information.
Date: 2013
References: Add references at CitEc
Citations:
Downloads: (external link)
http://services.igi-global.com/resolvedoi/resolve. ... 018/jdldc.2013010102 (application/pdf)
Related works:
This item may be available elsewhere in EconPapers: Search for items with the same title.
Export reference: BibTeX
RIS (EndNote, ProCite, RefMan)
HTML/Text
Persistent link: https://EconPapers.repec.org/RePEc:igg:jdldc0:v:4:y:2013:i:1:p:12-18
Access Statistics for this article
International Journal of Digital Literacy and Digital Competence (IJDLDC) is currently edited by Tonia De Giuseppe
More articles in International Journal of Digital Literacy and Digital Competence (IJDLDC) from IGI Global
Bibliographic data for series maintained by Journal Editor ().