Last modified: 2014-04-23
Abstract
Educational entertainment (edutainment=education+entertainment) can be described as any activity that includes both educational and entertainment entities. In the edutainment applications the ratio of the education and entertainment can vary depending on the ultimate target users. In the digital age, the shift from the classical educational methodologies to the technologically enriched, interactive applications is unavoidable. The new generation is demanding more technological utilities. Many people are spending most of their times with digital devices. Education and gaming can be joined providing academic benefits. Games fulfill a number of educational purposes and since the people are engaging in that activity by choice they can learn better.
In this paper, edutainment is investigated by a mobile application named as TuTee on elementary school students. The students use TuTee first by choosing their class level, lessons with topics along with the game scenario to play with. In one of the available scenarios they found a company to produce electricity by solar energy. They should consider the solar energy map of the country and locate the production materials cleverly. The application generates states such as tax payments, company costs, crisis, weather conditions, etc. to teach the students how to manage risks and benefits/opportunities in real life and behave strategically. The students spend game money to buy solar energy production materials and company needs. They can increase their capital whenever money is required by answering the questions that are chosen before starting the game scenario. The correct answers will bring them new funds to invest more, however; they should watch the visual solutions of the wrongly answered questions without earning financial gain. They can also sell their companies’ electricity produced by solar power after reaching that capacity in order to make more money.
TuTee is decorated with meta-cognitive strategies that provide an increase in students’ cognitive performance and it is presented for developing the student’s learning skills in a game environment by making it entertaining. Additionally, it is increasing their entrepreneurship activities and strategic thinking abilities, and also improving their knowledge about country resources and cultural entities.
Keywords:Edutainment, Mobile Edutainment Software, Cognitive performance, Strategic thinking, Interactive computer games.