After reading the book chapter and papers in this week, discuss with your classmates about characteristics of edutainment. In your post, please list and explain at least five characteristics of edutainment. The five characteristics of edutainment that I believe are the key to success of an activity are as follows: 1. The first requirement is that it must be educational. Certainly in a school setting this has to be the first priority as we have a professional obligation to teach the curriculum.
2. The second requirement is that the material must be entertaining. The purpose of edutainment is to blend education and entertainment together to keep the students attention while facilitating learning. As Jane McGonical discussed in her TED talks presentation, she described this concept of blissful productivity. The idea that the activity is so engaging that the students are being completely entertained while learning (McGonical, 2010).
3. The third requirement is related to the second, as the purpose of edutainment is to pass on information to the students and the student must learn and demonstrate understanding. If the student is unable to demonstrate learning in some manner, then the first 2 categories need to be reassessed as part of an instructional design focus.
4. The fourth aspect of edutainment is that it must induce a mental flow, that the student must be enjoying the activity so much that they are immersed in the activity, challenges and learning environment. This flow will stimulate the intrinsic desire to learn, challenge ones self and ultimately to learn (Rieber, 1996).
5. The fifth and final element of edutainment is related to number four, the activity or game must be fun. When the game is fun it will induce a flow, the student will learn and be focused on acquiring the skills necessary to complete the task and acquire the educational goals of the activity (Okan, 2003).
Reference: Carney, R. N., & Levin, J. R. (January 01, 2002). Pictorial Illustrations Still Improve Students' Learning from text. Educational Psychology Review, 14, 1, 5-26. McGonical, J. (2010, March 17). Jane McGonical: Gaming can make a better world. Retrieved from http://www.youtube.com/watch?v=dE1DuBesGYM 2 T. Dumais EdTech 597 - Edutainment
Okan, Z (2003). Edutainment: is learning at risk? British Journal of Educational Technology, 34(3), 255264.
Rieber, L (1996). Seriously considering play: Designing interactive learning environments basedon the blending of microworlds, simulations, and games. Education technology research and development, 44 (2), 43-58