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What is Edutainment

Handbook of Research on ICTs for Human-Centered Healthcare and Social Care Services
A combination of entertainment with education: any type of entertainment aimed at entertaining and being educative.
Published in Chapter:
Playing for Better or for Worse?: Health and Social Outcomes with Electronic Gaming
Patrícia Arriaga (ISCTE-Instituto Universitário de Lisboa, Cis-IUL, Portugal), Francisco Esteves (Mid Sweden University, Sweden & Cis-IUL, Portugal), and Sara Fernandes (ISCTE-Instituto Universitário de Lisboa, Cis-IUL, Portugal)
DOI: 10.4018/978-1-4666-3986-7.ch003
Abstract
Of the many of Information and Communication Technology (ICT) products, electronic games are considered as having great potential for improving health and social outcomes. This chapter considers the factors that may be involved in facilitating health and social outcomes and also those factors that might be considered risk factors by reviewing studies that have shown both positive and detrimental effects on people’s physical and mental health. The authors also debate some research questions that remain unanswered and suggest guidelines for practitioners, researchers, and game designers.
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Virtual Reality, Augmented Reality, and Mixed Reality in Education: A Brief Overview
Educational entertainment is medium which educates through entertainment. The term was coined by Walt Disney, in 1954.
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An Authopreter Narrative: An Essay on Reading the Book Saussure Suspects With Author-Interpreter Interaction
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Gamification in the Space Sector: How Gamification Activities Can Foster the Passion and Interest for STEM-Related Studies
It is a derived word which states the marriage of education with entertainment. The aim is to design educational activities which teach and entertain at the same time.
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A Guide to Integrating COTS Games into Your Classroom
A popular term from the 1980s derived from the merging of the words “education” and “entertainment.” Generally refers to computer or console software titles that are designed to teach content and which incorporate game-like features. More like tutorials than games, per se.
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Serious Games and the Technology of Engaging Information
A name given to games developed during a briefly successful attempt to popularize educational games in the 80s.
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Escape Rooms in English for Specific Academic Purposes: A Learning Design for Transnational STEM Education
Cross-section between education and entertainment, used pejoratively in literature at times.
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NLP for Serious Games
Any entertainment content that is designed to educate as well as to entertain.
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Serious Games Advancing the Technology of Engaging Information
A name given to games developed during a briefly successful attempt to popularize educational games in the 80s.
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The Assessment of Cultural Experience through the Measurement of Cross-Cutting Skills: The Giffoni Experience Case Study
A portmanteau from education and entertainment, it defines widespread activities on a continuum that goes from full entertainment forms to e-learning and multimedia systems. Recently, there has been a strong upsurge in cultural events (exhibition, festivals, concerts, etc.) that constitute a form of event edutainment which can contribute to the intellectual growth of both the individual and, more importantly, of society (Pailoa & Grandinetti, 2009).
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Digital Game-Based Learning in Higher Education
Edutainment is a type of entertainment which provides information that is both educational and entertaining at the same time.
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Through Achille Castiglioni's Eyes: Two Immersive Virtual Experiences
This term is a portmanteau given by the words “education” and “entertainment”. It is a media with the aim of educating using a playful component.
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Designing and Developing the Virtual English Adventure in Second Life
Edutainment is a form of entertainment designed to educate as well as to amuse. That is, it is an entertainment that is intended to be educational.
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E-Constructivism: A Ready Response to the Challenges of E-Learning
A coinage of two terms: entertainment and education. Often referred to the media that is designed to be educational.
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Authoring Tools for Edutainment Environments to Design Active Learning Activities
Contraction of the words education and entertainment. Computational tools that uses engaging characteristics of video games to favor education.
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E-Learning vs. T-Learning: Examining Assessment
The term combines the words “education” and “entertainment” referring to any form of entertainment that is educational with the goal to make learning enjoyable and fun.
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Chemistry Edutainment: A Storytelling Activity for Middle-School Children
Conjugation of an entertainment activity with educational content, so as to improve learning and make it more interactive.
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Socio-Cultural Interpretations to the Diffusion and Use of Broadband Services in a Korean Digital Society
The combination of education and entertainment. Many people in the digital age use the Internet as a form of studying several subjects, in particular English while enjoying playing in cyberspace.
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Story-Telling, Gamification, and Videogames: A Case Study to Teach English as a Second Language
The English term resulting from the blending of the words educational and entertainment. In 1954 by Walt Disney introduced the word edutainment for the first time. Edutainment insists upon the incidental learning of content through play and it is used in different fields such as academia, corporations, governments in order to disseminate content and information.
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No More War Stories: Transitioning From Journalist to Instructor in This Modern Age
Informative presentations that use entertainment to present social issues to an audience.
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Designing Educational Paths in Virtual Worlds for a Successful Hands-On Learning: Cultural Scenarios in NetConnect Project
term that is the result of the mixture of “education” and “entertainment”; it means a learning experience that is formative and amusing at the same time.
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Context-Free Educational Games: Open-Source and Flexible
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Using Video Games to Improve Literacy Levels of Males
Entertaining ways to teach educational concepts typically through games.
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Lights! Cameras! Action!: Achieving Widescreen Learning in Synchronous and Asynchronous Virtual Environments
A type of instructional technique that seeks to entertain as well as educate. While it is commonly thought of as multimedia based knowledge delivery (such as a documentary film), Edutainment can be widened to incorporate more modern instructional strategies such as gamification.
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Surviving the Game
Represents a combination of education and entertainment, and often represents the elements of play, information technology, and learning. Some commercial games are marketed as having the potential to promote learning and therefore are branded as ‘edutainment’.
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Expanded Cultural Heritage Representation: Digital Applications for Mixed-Reality Experiences
Is a neologism that expresses the marriage of education and entertainment in a work. Therefore is content designed to educate and to entertain. It includes content that is primarily educational but has incidental entertainment value, and content that is mostly entertaining but contains educational value. The act of learning through a medium that both educates and entertains. The process of entertaining people at the same time as you are teaching them something, and the products, such as any of various communication media, that do this.
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Playful Pedagogy: Using Humor to Increase Social Interaction Online
Entertainment, like television shows, video games, and other media that provides educational content.
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From E-Learning to T-Learning
Edutainment is a form of entertainment designed to educate as well as to amuse. Edutainment typically seeks to instruct its audience by embedding lessons in some familiar form of entertainment: television programs, computer and video games, multimedia software, and so forth. Most often, edutainment seeks either to tutor in one or more specific subjects or to change behavior by engendering specific sociocultural attitudes.
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An Edutainment Framework Implementation Case Study
Edutainment refers to a combination of the two areas namely education and entertainment whereby the terms ‘player’ and ‘learner’ are occasionally treated as the same although player means the game player while learner means the edutainment user.
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Interactive Television Research Opportunities
Refers to an application with learning and entertainment characteristics.
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Redefining the Meaning of Learning
The use of elements usually associated with entertainment to build a learning experience permeated with educational aims by leveraging technology, interactive components, and technology.
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Instructional Strategies for Game-Based Learning
Games produced mainly to be entertaining but that also look to achieve certain learning objectives at the same time.
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Game-Based Learning in Design History
Describes the combination of education and entertainment in order to enhance learning.
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A Virtual Reality System for Learning Science in a Science Center
A term formed by the fusion of education and entertainment, and used to denote experiences that are both educational and entertaining.
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Instructor-Related Factors Affecting Game Utilization in Software Engineering Education: A Replication Study
A method of driving learner engagement that combines education and entertainment and translates to learning while having fun.
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Designing Learning Objects for Generic Web Sites
Edutainment is a hybrid game genre that relies heavily on visuals and narratives or game formats but also incorporates some type of learning objective (Green & McNeese, 2007).
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Distance Education Initiatives Apart from the PC
It is a pedagogical and andragogical orientation based on developing services around entertaining material, enhanced with learning elements that furnish educational added value.
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Virtual Baroque: Digitization Experience of the Ecclesiastical Heritage in Acireale
This term is a neologism formed by the fusion of the words “education” and “entertainment”. It is a media designed to educate through the use of a playful component.
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