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Analysis of Local and Foreign Edutainment Products - An Effort to Implement the Design Framework for an Edutainment Environment in Malaysia

机译:分析本地和国外娱乐产品-努力实施马来西亚的娱乐环境设计框架

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In the world of 'edutainment' where multimedia is the ultimate content provider, educational electronic games are a new and fun way for young children to learn concepts and processes that have usually been delivered via books within the traditional classroom. In an effort to implement a design framework for developing educational games (edutainment environment), this study selects a locally developed edutainment product and an internationally available foreign edutainment product developed for children ages four to six years. These products were selected in order to critically understand and explore the parameters of good edutainment products in an educational setting, especially in the early childhood learning environment. An analysis was conducted based on the heuristics for designing educational games. This paper reports on a part of that research work where the major outcome is to provide educators with a tool for the development of educational games. Given the current growth of smart schools world- wide, the need for such tools will become more predominate because they will allow educators to create their own educational games without having to rely on technical personnel or use a non-satisfying product that is available in the market. How such games are designed will surely influence their effectiveness in enhancing learning.
机译:在“娱乐”世界中,多媒体是最终的内容提供者,教育电子游戏是让幼儿学习通常通过传统教室中的书本传递的概念和过程的一种新颖而有趣的方式。为了实施用于开发教育游戏(娱乐环境)的设计框架,本研究选择了本地开发的娱乐产品和面向四至六岁儿童开发的国际可得的外国娱乐产品。选择这些产品是为了在教育环境中,尤其是在幼儿学习环境中,批判性地理解和探索优质娱乐产品的参数。在设计教育游戏的启发式方法的基础上进行了分析。本文报告了该研究工作的一部分,其主要成果是为教育工作者提供了开发教育游戏的工具。鉴于目前全球智能学校的增长,对此类工具的需求将变得更加重要,因为它们将允许教育工作者创建自己的教育游戏,而不必依赖技术人员或使用产品中不令人满意的产品。市场。这种游戏的设计方式肯定会影响其增强学习的效果。

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