Scholarly record
EDUTAINMENT TECHNOLOGY IN THE SECOND LANGUAGE ACQUISITION
Abstract
The article deals with the problem of the second language acquisition from the point of view of a new and quickly evolving learning technology, named edutainment. This article provides an overview of edutainment technology and how it can be applied to the learner experience. The method applied is constructivism. Several parameters were taken into account: learners age, visualization and entertainment. The main objective of the project is to organize learners leisure time by providing them with a set of fascinating tasks in English. Besides pleasure, the designed tasks would help them to improve their communicative competence. We assume that edutainment, being a creative, playing and entertaining kind of learning technology, has a great potential to become an effective tool for the second language acquisition not only at classes, but also at learners spare time. We also hope that the results obtained will contribute to exploring the problem of modern educational technologies.
Publication Impact Profile
Publication details
References15
Donovan, R. Principles and Practice of Social Marketing, an International Perspective. Cambridge: Cambridge Univ. Press, 2010. 504 p.
21st Chambers Dictionary. Ed. Mairi Robinson. Edinburg, 1996. 1583 p.
Buckingham, D. & Scanlon, M. Parental Pedagogies: An Analysis of British ‘Edu-tainment’ Magazines for Young Children’. Journal of Early Childhood Literacy, 2001, 1(3), pp. 281–300.
McKenzie, J. (2000) Beyond edutainment and technotainment From Now On, vol. 10, 1.
Embi, Z. E. and Hussain, H. Analysis of local and foreign edutainment products – an effort to implement the design framework for an edutainment environmentin Malaysia. Journal of Computers in Mathematics and Science Teaching, 2005, No 24, pp. 27–42.
Okan, Z. (2003) Edutainment: is learning at risk? British Journal of Educational Technology, Vol 34 No 3, 2003. DOI: 10.1111/1467-8535.00325 (appl. 20.06.2018).
Collins Cobuild Advanced Learner’s English Dictionary. Glasgow. 2003. p. 451.
Veenstra, B. The utility and effectiveness of an educational computer game aimed at improving ineffective learning behavior in preschool children. 2011, Groningen: Stichting Kinderstudies. 148 p.
Resnick, M. (2004) Edutainment? No Thanks. I Prefer Playful Learning. Retrieved January, 2008, from http://parents-choice.org/article.cfm?art_id=172&the_page=editorials (appl. 27.05. 2018).
Adams, E. et al. Interactive multimedia pedagogies: report of the working group on interactive multimedia pedagogy. Proceedings of the 1st Conference on Integrating Technology into Computer Science Education, Spain, 1996, pp.182–191.
Haugland, S.W. The effect of computer software on pre-school children’s development gains. Journal of Computing in Childhood Education, 1992. No. 3, 15–30.
Hohmann, C. Evaluating and selecting software for children. Child Care Information Exchange, 1998, 123, pp. 60–62.
Kern, R.G. (1995). Restructuring classroom interaction with networked computers: Effects on quantity and quality of language production. Modern Language Journal, 79, 457–476.
Malone, T.W. and Lepper, M.R. Making learning fun: A taxonomy of intrinsic motivations for learning. R.E. Snow and M.J. Farr (eds) Aptitude, learning, and instruction: III. Conative and affective process analyses, 1987, pp.223–253.
Stepp-Greany, J. Student perceptions on language learning in a technological environment: Implications for the new millenium. Language Learning and Technology, 6(1), 2002, pp. 165–185.
View or Download full articleAccess options
SWS access login
Login as SWS Scientific CommitteeLogin as SWS Scientific PartnerLogin as SWS AuthorAuthors and approved SWS contributors will read and export their own linked papers after identity matching by SWS profile, email and SGEM GlobalID.
For librarian assistance: [email protected]
Purchase Instant Access
- Article can be downloaded after successful payment.
- Article may be used according to SWS library access terms.
- Article cannot be redistributed.



