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	<title>Comments on: Edutainment</title>
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	<description>Dr. Steve Yuen's blog on the use of emerging technologies in teaching and learning.</description>
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		<title>By: Farid</title>
		<link>http://scyuen.wordpress.com/2007/12/26/edutainment/#comment-688</link>
		<dc:creator>Farid</dc:creator>
		<pubDate>Mon, 28 Jul 2008 04:02:06 +0000</pubDate>
		<guid isPermaLink="false">http://scyuen.wordpress.com/2007/12/26/edutainment/#comment-688</guid>
		<description>The act of learning through a medium that both educates and entertains including any of various media, such as computer software, that educate and entertain. 

However, schools can ill afford technotainment activities during a time of tough new standards and tests. We might define technotainment as technology activities heavily laced with entertainment but essentially lacking in rigor or value. Technotainment often stresses technology for technology’s sake without enhancing student reading, writing and reasoning skills.</description>
		<content:encoded><![CDATA[<p>The act of learning through a medium that both educates and entertains including any of various media, such as computer software, that educate and entertain. </p>
<p>However, schools can ill afford technotainment activities during a time of tough new standards and tests. We might define technotainment as technology activities heavily laced with entertainment but essentially lacking in rigor or value. Technotainment often stresses technology for technology’s sake without enhancing student reading, writing and reasoning skills.</p>
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		<title>By: guoqiangcui</title>
		<link>http://scyuen.wordpress.com/2007/12/26/edutainment/#comment-542</link>
		<dc:creator>guoqiangcui</dc:creator>
		<pubDate>Tue, 08 Apr 2008 15:36:28 +0000</pubDate>
		<guid isPermaLink="false">http://scyuen.wordpress.com/2007/12/26/edutainment/#comment-542</guid>
		<description>I like the word and idea “Edutainment”. I believe that games are appealing to almost everyone and I’ve never heard somebody saying they don’t like playing games. On the contrary, most of them, no matter what age group you are in, all have a lot of fun in playing games and that’s why some young people complain that their grandma has been taking up the computer to play games while they have no chance to get. 

Educational games are not that rear to people. When you were first learning to use the keyboard to type, you must have played with the games like “hitting the bricks”. You have to press certain key to hit the brick with letter on it. I do have great confidence in the development of educational games. They have so many benefits: learners can greatly engage in it for long hours without feeling bored or tired,  they can develop their critical thinking while solving problems in the games,  learners can also practice what they learned in an more interesting way. And currently there are so many colleges and educators are developing and researching on this subject. When I was searching for IT programs in different universities, I found that there are so many teachers with this subject as an emphasis. So edutainment and educational games will be developing and advancing in a good way. 

But I have one tiny concern. I played games a lot and did not have that much self control as a small kid. Sometimes the game is so interesting I can not get out of it and play it all day and night until my parents pulled me out of that. So if the educational game was developed so interesting, how can teachers be sure that students are not addictive to it and have time to do some other assignments?</description>
		<content:encoded><![CDATA[<p>I like the word and idea “Edutainment”. I believe that games are appealing to almost everyone and I’ve never heard somebody saying they don’t like playing games. On the contrary, most of them, no matter what age group you are in, all have a lot of fun in playing games and that’s why some young people complain that their grandma has been taking up the computer to play games while they have no chance to get. </p>
<p>Educational games are not that rear to people. When you were first learning to use the keyboard to type, you must have played with the games like “hitting the bricks”. You have to press certain key to hit the brick with letter on it. I do have great confidence in the development of educational games. They have so many benefits: learners can greatly engage in it for long hours without feeling bored or tired,  they can develop their critical thinking while solving problems in the games,  learners can also practice what they learned in an more interesting way. And currently there are so many colleges and educators are developing and researching on this subject. When I was searching for IT programs in different universities, I found that there are so many teachers with this subject as an emphasis. So edutainment and educational games will be developing and advancing in a good way. </p>
<p>But I have one tiny concern. I played games a lot and did not have that much self control as a small kid. Sometimes the game is so interesting I can not get out of it and play it all day and night until my parents pulled me out of that. So if the educational game was developed so interesting, how can teachers be sure that students are not addictive to it and have time to do some other assignments?</p>
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		<title>By: Andrea Howard</title>
		<link>http://scyuen.wordpress.com/2007/12/26/edutainment/#comment-489</link>
		<dc:creator>Andrea Howard</dc:creator>
		<pubDate>Tue, 11 Mar 2008 02:14:38 +0000</pubDate>
		<guid isPermaLink="false">http://scyuen.wordpress.com/2007/12/26/edutainment/#comment-489</guid>
		<description>I have always believed that hands on learning was the best way to learn.  I can relate first hand as to how engaging and stimulating video games are. Even as a adult, I enjoy in indulging in an occasional fighting match or football game with my daughter and husband.  When we play, we are at it for hours.  What I noticed the most about playing the games is that, of course, the more we played, the better we got at it and the more competitive we became.  Video gammers usually are not quitters when it comes to playing the games, either.  They will try and retry until they &quot;beat&quot; the game.  So, why not incorporate that energy into an educational setting?  Because of my love for video games, I made sure to purchase every age appropriate educational gaming system on the market for my daughter because I believed that she would enjoy playing video games.  I figured, why not have her learn in the process.  She adores her gaming systems, and as a parent, I can sit back and watch her improve her technological skills as her cognitive skills sharpen.  

I believe a major drawback to having too much  &quot;game time&quot; in the classroom is that the student&#039;s reading and writing skills will suffer. Research states that people have a tendency to read less if they must read from computer screens and not books.  Too much reading from a screen has a tendency to tire one&#039;s eyes and cause restlessness.  Aside from these drawbacks, I think it would still be a great idea to incorporate some gaming in the educational setting and that there would be a large market for these types of software once educational administrators catch on.</description>
		<content:encoded><![CDATA[<p>I have always believed that hands on learning was the best way to learn.  I can relate first hand as to how engaging and stimulating video games are. Even as a adult, I enjoy in indulging in an occasional fighting match or football game with my daughter and husband.  When we play, we are at it for hours.  What I noticed the most about playing the games is that, of course, the more we played, the better we got at it and the more competitive we became.  Video gammers usually are not quitters when it comes to playing the games, either.  They will try and retry until they &#8220;beat&#8221; the game.  So, why not incorporate that energy into an educational setting?  Because of my love for video games, I made sure to purchase every age appropriate educational gaming system on the market for my daughter because I believed that she would enjoy playing video games.  I figured, why not have her learn in the process.  She adores her gaming systems, and as a parent, I can sit back and watch her improve her technological skills as her cognitive skills sharpen.  </p>
<p>I believe a major drawback to having too much  &#8220;game time&#8221; in the classroom is that the student&#8217;s reading and writing skills will suffer. Research states that people have a tendency to read less if they must read from computer screens and not books.  Too much reading from a screen has a tendency to tire one&#8217;s eyes and cause restlessness.  Aside from these drawbacks, I think it would still be a great idea to incorporate some gaming in the educational setting and that there would be a large market for these types of software once educational administrators catch on.</p>
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		<title>By: Lou Ellen</title>
		<link>http://scyuen.wordpress.com/2007/12/26/edutainment/#comment-482</link>
		<dc:creator>Lou Ellen</dc:creator>
		<pubDate>Mon, 10 Mar 2008 19:50:58 +0000</pubDate>
		<guid isPermaLink="false">http://scyuen.wordpress.com/2007/12/26/edutainment/#comment-482</guid>
		<description>I have somewhat struggled with this notion of edutainment.  The idea that you could combine education and entertainment seems possible, but at the same time, a little far fetched.  There are few children who would believe you if you told them that they would be mixing the two.  However, without fully realizing it, education and entertainment begin to mix with us at a very young age.  Toys taught us all kinds of think as we were growing up.  Baby Einstein products are educational instruments for our infants and toddlers, but they are also hours of endless amounts of fun for the little ones.  As children grow, this generation is worlds apart from past generations.  Video games are part of their culture and they think in a different way because of it.  Of course, there are those video games that are anything but educational.  There are those that cater to violence and sexuality, but then there are those that don’t.  There are educational video games for many different subjects and for all ages.  Video games teach a certain amount of focus, and reorganizes the way the brain’s thought process.  Being able to use and apply skills and knowledge is a huge asset in virtual gaming.  The two worlds of education and entertainment are more intertwined than what we would like to believe.  I can see this movement growing vastly in the coming years.  We will have to keep moving in this direction if we want to continue to challenge and educate our younger generation.</description>
		<content:encoded><![CDATA[<p>I have somewhat struggled with this notion of edutainment.  The idea that you could combine education and entertainment seems possible, but at the same time, a little far fetched.  There are few children who would believe you if you told them that they would be mixing the two.  However, without fully realizing it, education and entertainment begin to mix with us at a very young age.  Toys taught us all kinds of think as we were growing up.  Baby Einstein products are educational instruments for our infants and toddlers, but they are also hours of endless amounts of fun for the little ones.  As children grow, this generation is worlds apart from past generations.  Video games are part of their culture and they think in a different way because of it.  Of course, there are those video games that are anything but educational.  There are those that cater to violence and sexuality, but then there are those that don’t.  There are educational video games for many different subjects and for all ages.  Video games teach a certain amount of focus, and reorganizes the way the brain’s thought process.  Being able to use and apply skills and knowledge is a huge asset in virtual gaming.  The two worlds of education and entertainment are more intertwined than what we would like to believe.  I can see this movement growing vastly in the coming years.  We will have to keep moving in this direction if we want to continue to challenge and educate our younger generation.</p>
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		<title>By: Tim Bryant</title>
		<link>http://scyuen.wordpress.com/2007/12/26/edutainment/#comment-474</link>
		<dc:creator>Tim Bryant</dc:creator>
		<pubDate>Mon, 10 Mar 2008 17:23:16 +0000</pubDate>
		<guid isPermaLink="false">http://scyuen.wordpress.com/2007/12/26/edutainment/#comment-474</guid>
		<description>The only concerns I have had with video games is that the money is not there for educational games. The games that kids want to play are the cutting edge games, and the older ones become bored quickly by most educational games out there today. If the money were there to pair the two, you would come up with a winning solution, but video game companies are driven by money, and they know that blood and guts will sell, learning your multiplication tables will not.

In the classroom it can be a fantastic way to engage students, and it’s definitely more exciting than the normal lecture. While we won’t see educational games of high quality on the Xbox 360 any time soon, the PC in the classroom combined with an interactive white board can do the job if the teacher is creative and confident. Confidence is the biggest factor, teachers need to be trained and have the skills to work with the technology in their classroom. Children will be bored quickly waiting on the teacher to troubleshoot a problem, or call the helpdesk to get it fixed. 

The problem now is getting the teacher to buy into the process. I think the best way this could possibly be done is for professional development for teachers to include gaming. It could be a simple Jeopardy game to quiz them on Depth of Knowledge, but we should be teaching them using the same tools that they will be using in the classroom so that they can see how it can improve learning, and so that they can become more comfortable with it.</description>
		<content:encoded><![CDATA[<p>The only concerns I have had with video games is that the money is not there for educational games. The games that kids want to play are the cutting edge games, and the older ones become bored quickly by most educational games out there today. If the money were there to pair the two, you would come up with a winning solution, but video game companies are driven by money, and they know that blood and guts will sell, learning your multiplication tables will not.</p>
<p>In the classroom it can be a fantastic way to engage students, and it’s definitely more exciting than the normal lecture. While we won’t see educational games of high quality on the Xbox 360 any time soon, the PC in the classroom combined with an interactive white board can do the job if the teacher is creative and confident. Confidence is the biggest factor, teachers need to be trained and have the skills to work with the technology in their classroom. Children will be bored quickly waiting on the teacher to troubleshoot a problem, or call the helpdesk to get it fixed. </p>
<p>The problem now is getting the teacher to buy into the process. I think the best way this could possibly be done is for professional development for teachers to include gaming. It could be a simple Jeopardy game to quiz them on Depth of Knowledge, but we should be teaching them using the same tools that they will be using in the classroom so that they can see how it can improve learning, and so that they can become more comfortable with it.</p>
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		<title>By: Christopher Tisdale</title>
		<link>http://scyuen.wordpress.com/2007/12/26/edutainment/#comment-443</link>
		<dc:creator>Christopher Tisdale</dc:creator>
		<pubDate>Wed, 05 Mar 2008 00:32:45 +0000</pubDate>
		<guid isPermaLink="false">http://scyuen.wordpress.com/2007/12/26/edutainment/#comment-443</guid>
		<description>I really believe that video games improve learning, and they make learning fun and interesting.  For example, my godson is a video game fanatic. He was struggling to identify letters and numbers, but I bought this game called Konami Kids Playground: Alphabet Circus, and this game helped him recognize letters within a week.  I was helping him the traditional way; I bought books and flash cards, which were unsuccessful. This video game kept his attention and he learned from the game.  I know that parents don’t have a lot of time anymore to just sit down and help their children learn; most parents depend on the school system to educate their children, but it takes more than an educator to teach a child.  Playing video games with your kids increases learning; playing v-smile with my godson very often I saw how much he has learned just by using a video game.  Kids really enjoy it when a parent is engaged in an activity with them. (my opinion)

I actually did a test on whether technology does improve learning, and I can say it does.  I gave my students a test and reviewed them the traditional way (study guide); my class average on that test was 75%.  On the second test review I incorporated Jeopardy into my lesson using the smart board, and my class average on that test was 82%.  Games increase learning regardless of whether or not they are used with an electronic device.  I turned my dry erase board into a game board for my students.  I believe games increase learning tremendously.  When my students don’t understand something, the first thing they say is, “Let’s play Jeopardy!” When I create my Jeopardy game, I try to cover all levels of Bloom’s taxonomy, which can be very difficult at times, but it is worth the challenge.  Learning takes place with video games; I encourage schools to embrace video games.  I teach typing and as reinforcement I let the students play this typing game called Micro type Pro which helps students build speed and accuracy.  After students completed keyboarding, I noticed in my other classes students will ask to get on Micro type Pro.  This software still has the attention of my students after they have completed the class; this is just another example how technology helps the learner.</description>
		<content:encoded><![CDATA[<p>I really believe that video games improve learning, and they make learning fun and interesting.  For example, my godson is a video game fanatic. He was struggling to identify letters and numbers, but I bought this game called Konami Kids Playground: Alphabet Circus, and this game helped him recognize letters within a week.  I was helping him the traditional way; I bought books and flash cards, which were unsuccessful. This video game kept his attention and he learned from the game.  I know that parents don’t have a lot of time anymore to just sit down and help their children learn; most parents depend on the school system to educate their children, but it takes more than an educator to teach a child.  Playing video games with your kids increases learning; playing v-smile with my godson very often I saw how much he has learned just by using a video game.  Kids really enjoy it when a parent is engaged in an activity with them. (my opinion)</p>
<p>I actually did a test on whether technology does improve learning, and I can say it does.  I gave my students a test and reviewed them the traditional way (study guide); my class average on that test was 75%.  On the second test review I incorporated Jeopardy into my lesson using the smart board, and my class average on that test was 82%.  Games increase learning regardless of whether or not they are used with an electronic device.  I turned my dry erase board into a game board for my students.  I believe games increase learning tremendously.  When my students don’t understand something, the first thing they say is, “Let’s play Jeopardy!” When I create my Jeopardy game, I try to cover all levels of Bloom’s taxonomy, which can be very difficult at times, but it is worth the challenge.  Learning takes place with video games; I encourage schools to embrace video games.  I teach typing and as reinforcement I let the students play this typing game called Micro type Pro which helps students build speed and accuracy.  After students completed keyboarding, I noticed in my other classes students will ask to get on Micro type Pro.  This software still has the attention of my students after they have completed the class; this is just another example how technology helps the learner.</p>
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		<title>By: James M. Thompson</title>
		<link>http://scyuen.wordpress.com/2007/12/26/edutainment/#comment-357</link>
		<dc:creator>James M. Thompson</dc:creator>
		<pubDate>Tue, 22 Jan 2008 23:24:53 +0000</pubDate>
		<guid isPermaLink="false">http://scyuen.wordpress.com/2007/12/26/edutainment/#comment-357</guid>
		<description>This is definitely not a surprise! In America, we have many latchkey children that are practically raising themselves. Even when their mother arrives at home after a long day of work, these children must continue to entertain themselves. In many instances, these children spend countless of hours in front of a television or playing some type of video game. They find much pleasure operating the joystick and attempting to beat the computer or a fellow relative or companion. While this task may seem easy to an ordinary bystander, it is not because it requires a high-level of hand-eye coordination. Individuals that are involved in videogames are actually using their creative part of the brain opposed to just listening to a boring lecture. Furthermore, individuals playing video games are actively engaged and actively learning. Sitting in class and listening to a lecture is simply a form of passive learning.
I believe that if it requires more energy and intelligence to play a video game, educators should attempt to shift into that direction. Although it may seem as an unorthodox method of teaching, it may result in improvements for everyone. There are many students in today’s classrooms that are just simply bored to death after hearing lecture after lecture. There are even research articles that demonstrate that lecturing is one of the least effective teaching strategies. Since this is the case, utilizing fun and interactive technology, such as video games, may turn a boring lesson of animal cell into a surreal way of walking students through a cell and actually seeing and feeling each part of the cell in action.</description>
		<content:encoded><![CDATA[<p>This is definitely not a surprise! In America, we have many latchkey children that are practically raising themselves. Even when their mother arrives at home after a long day of work, these children must continue to entertain themselves. In many instances, these children spend countless of hours in front of a television or playing some type of video game. They find much pleasure operating the joystick and attempting to beat the computer or a fellow relative or companion. While this task may seem easy to an ordinary bystander, it is not because it requires a high-level of hand-eye coordination. Individuals that are involved in videogames are actually using their creative part of the brain opposed to just listening to a boring lecture. Furthermore, individuals playing video games are actively engaged and actively learning. Sitting in class and listening to a lecture is simply a form of passive learning.<br />
I believe that if it requires more energy and intelligence to play a video game, educators should attempt to shift into that direction. Although it may seem as an unorthodox method of teaching, it may result in improvements for everyone. There are many students in today’s classrooms that are just simply bored to death after hearing lecture after lecture. There are even research articles that demonstrate that lecturing is one of the least effective teaching strategies. Since this is the case, utilizing fun and interactive technology, such as video games, may turn a boring lesson of animal cell into a surreal way of walking students through a cell and actually seeing and feeling each part of the cell in action.</p>
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		<title>By: Alishia</title>
		<link>http://scyuen.wordpress.com/2007/12/26/edutainment/#comment-238</link>
		<dc:creator>Alishia</dc:creator>
		<pubDate>Wed, 26 Dec 2007 20:04:46 +0000</pubDate>
		<guid isPermaLink="false">http://scyuen.wordpress.com/2007/12/26/edutainment/#comment-238</guid>
		<description>Though your posting is discussion edutainment as it refers to video gaming (virtual), I would like to hear your opinion on learning through play and games (actual).  For example, my niece (4 y.o.) is enrolled in a Chinese language class at Jabberu  - www.jabberu.com - and she is learning very quickly through games and play and interaction within the group and instructor.  Are the results the same?  Better results when both are applied at the same time?</description>
		<content:encoded><![CDATA[<p>Though your posting is discussion edutainment as it refers to video gaming (virtual), I would like to hear your opinion on learning through play and games (actual).  For example, my niece (4 y.o.) is enrolled in a Chinese language class at Jabberu  &#8211; <a href="http://www.jabberu.com" rel="nofollow">http://www.jabberu.com</a> &#8211; and she is learning very quickly through games and play and interaction within the group and instructor.  Are the results the same?  Better results when both are applied at the same time?</p>
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