Is Edutainment an Oxymoron?

Maria Klawe,
University of British Columbia
Over the last few years, interest has surged in developing edutainment
software, namely applications that possess the allure of electronic
games while achieving educational goals. While success seems to have
been achieved fairly easily for some of the more straightforward
educational tasks such as math drills and learning the alphabet,
combining the attractions of entertainment with the effective learning
of more sophisticated concepts remains a significant challenge, with
few clear successes so far. Little is known about some of the most
basic issues, such as which user interfaces, formats, navigational
structures, etc. work well with specific educational content? Which
activities are attractive to most girls? to most boys? What are the
most effective ways of using these materials in schools? in homes?
This talk describes ongoing research on these issues in the E-GEMS
project, a collaborative effort by computer scientists, education
specialists, teachers, and professional game developers.
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