The New Frontiers of Edutainment: The Development of an Educational and Socio-Cultural Phenomenon Over time of Globalization
Abstract
Problem statement: The cultural aspect of the game lies in its extraordinary value as a learning tool, as even traditional model of sports, eventually took on new and expanded features. Motor-sports activities proposed in the form of play, are increasingly seen as a real social need, which involves large and small, young and old, able-bodied and disabled people in perspective of a practice that is not just reserved for a select few and tied to the achievement of high performance but is increasingly accessible and adapted to all individual skills and abilities, as stated by Corona. Among the possible applications of information technology in the United States has been imagined and realized the combination of two areas or learning, education, entertainment and fun. Approach: The new roles in the training areas in Europe have created a radical shift to a more focused reflection on ways and methods that can facilitate transmission of knowledge using tools borrowed from its edutainment. In fact they are multiplying in this sense approaches and experiences that change, depending on the cultural horizons examined the practices of learning fun. Results: A cognitive knowledge cannot be separated from knowledge and thus affective learning tacit or experimental is considered effective. When we experience our feelings are engaged and respond directly, learning experience and its knowledge in a spontaneous and sensory. Conclusion: Research conducted in the field has shown that recreational activities can teach children different things: To tell stories, to know and be able to count the numbers, participate and be together with others. Yet even for the highest age group we must move towards the game-teaching.
DOI: https://doi.org/10.3844/jssp.2011.408.411
Copyright: © 2011 Felice Corona, Francesco Perrotta, Emilia T Polcini and Carla Cozzarelli. This is an open access article distributed under the terms of the Creative Commons Attribution License, which permits unrestricted use, distribution, and reproduction in any medium, provided the original author and source are credited.
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Keywords
- Educational games
- edutainment structured
- learning fun
- game-teaching
- transmission of knowledge
- intellectual skills
- strategic skills
- true interactivity
- psychological implications