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Entertainment in education

From Wikipedia, the free encyclopedia

Entertainment products have been used in a variety of ways in the field of education. They may be used to teach academic lessons or help students learn social skills.

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Transcription

By setting

Elementary schools

Entering a classroom, whether one full of preschoolers or school age children, one has no doubt that educational toys are part of the modern educator's curriculum. From manipulative, to dress up, to board games, to musical instruments, to interactive electronic toys such as robots or turtle roamers, the breadth of educational toys is vast. While it is not uncommon to find computers in the modern elementary school classroom, it is not yet common to find children actively engaged in video games for educational development. However, as computers and video games take an ever-larger role in our lives and the lives of children, so too will their role in educational toys and games. This underscores a crucial point about the fluidity of the definition of an educational toy. As the perception of what is "educational" changes, so too will the integration of new toys into our children's classrooms.

Plato, the Greek philosopher, says in Laws:

"I'm going to explain how one should describe education: It is this I insist that man who intends to be good at a particular occupation must practice it from childhood both at work and at play he must be surrounded by the 'special tools of the trade.'
We should learn to use the children's games to channel their pleasures and desires towards activities in which they have to engage when they are adult..."

Universities

Some college professors have adopted the practice of edutainment in order to keep the interest of adult students in long classroom lectures.[1] Here the instructor entertains the students while meeting course objectives. An important teaching technique of education is to use variety, by utilizing various mediums such as video, in-class skits, demonstrations, and Power Point slides along with lectures. Within the lecture, the instructor can add interesting elements and discussions of personal experiences of the professor or students.[2]

By media

Video games

References

  1. ^ "Creating Interest in the Classroom". Professormbird.com. Archived from the original on 2011-07-15. Retrieved 2011-05-30.
  2. ^ "Professor Teaching Model". Professormbird.com. 2007-08-11. Archived from the original on 2011-07-15. Retrieved 2011-05-30.
This page was last edited on 1 September 2021, at 02:06
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