Analysis of Local and Foreign Edutainment Products – An Effort to Implement the Design Framework for an Edutainment Environment in Malaysia
New Search | Print Abstract | E-mail Abstract | Full Text | Save to My Collections | Export Citation |
Embi, Z.C. & Hussain, H. (2005). Analysis of Local and Foreign Edutainment Products – An Effort to Implement the Design Framework for an Edutainment Environment in Malaysia. Journal of Computers in Mathematics and Science Teaching, 24(1), 27-42. Norfolk, VA: AACE.
Retrieved from http://www.editlib.org/p/6563.
Journal Information

Journal of Computers in Mathematics and Science Teaching
ISSN 0731-9258
Volume 24, Issue 1, January 2005
Association for the Advancement of Computing in Education (AACE) Norfolk, VA
More Information on JCMST
Authors
Abstract
In the world of 'edutainment' where multimedia is the ultimate content provider, educational electronic games are a new and fun way for young children to learn concepts and processes that have usually been delivered via books within the traditional classroom. In an effort to implement a design framework for developing educational games (edutainment environment), this study selects a locally developed edutainment product and an internationally available foreign edutainment product developed for children ages four to six years. These products were selected in order to critically understand and explore the parameters of good edutainment products in an educational setting, especially in the early childhood learning environment. An analysis was conducted based on the heuristics for designing educational games. This paper reports on a part of that research work where the major outcome is to provide educators with a tool for the development of educational games. Given the current growth of smart schools world wide, the need for such tools will become more predominate because they will allow educators to create their own educational games without having to rely on technical personnel or use a non-satisfying product that is available in the market. How such games are designed will surely infl uence their effectiveness in enhancing learning.
Keywords
Also Read
- Using the Internet to Learn Mathematics
- Preface
- Third generation educational use of computer games
- Value for Learning as a Measure of Educational Software Effectiveness
- Teaching for Application: A Model for Assisting Pre-Service Teachers With Technology Integration
- Keeping teachers in the center: a framework for data-driven decision-making
- Creating an Evaluation Framework for Data Driven Instructional Decision Making
- Blogs, Wikis, and Aggregators: A New Vocabulary for Promoting Reflection and Collaboration in a Preservice Technology Integration Course
- Wiki as a Tool for Web-based Collaborative Story Telling in Primary School: a Case Study
- How using a Wiki can help break the Ice Between Cultures.
Tags
Add tagComments & Discussion
Comment on the paper above. You must be registered to participate. Registration is free.

New comment