Indian Journal of Science and Technology
Year: 2016, Volume: 9, Issue: 46, Pages: 1-7
Lee Jeong Min1 , Kim Ji Hye1 and Lee Kyoung Hak2*
*Author for correspondence
Lee Kyoung Hak Department IACF, Namseoul University, Korea; [email protected]
Objectives: Although individual learning using personal devices such as smart phones and tablet PCs is available with recent development of IT and media technology, analog educational methods are still widely used in actual education fields. In addition, the demand on edutainment, which allows learning through plays and entertainments, is increasing in order to overcome limitations of existing educational methods. Methods/Statistical Analysis: In this study, contents for edutainment consist of a touch screen, a touch table and IoT educational tools, as well as existing personal devices. The purpose of contents is to learn a fossil chapter in the elementary school science through a type of game, together with an educator. The objects of content such as fossils and mammoths were created using animation characters and UIs that were familiar to children and modelled with actual images to encourage the reality and involvement. A survey and a deep interview with education experts after an exhibition class for elementary school children were conducted to test the contents created. Evaluation criteria consists of 4 areas; educational content, design, interface and technology. Findings: According to the survey, there were positive answers with high satisfaction across the contents. In addition, it is assessed that understanding of students was high as the class was more realistic and provided more direct experience than existing analog classes conducted conventional books and images. Application/Improvement: The contents with various real educational tools simultaneously although the level of satisfaction about educational effects of the contents is high. We expect active studies about future orientation of edutainment contents and experiential educational contents, based on findings of this study.
Keywords: After School Learning, Edutainment Content, Experiential Educational Contents, Science Education
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