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Chapter 2

Major topic 1 Edutainment Is any entertainment content that is designed to educate as well as to entertain. Content with a high degree of both educational and entertainment value is known as edutainment. There also exists content that is primarily educational but has incidental entertainment value. Finally, there is content that is mostly entertaining but can be seen to have some educational value. A fusion of education and entertainment, edutainment is defined by its entertainment value/focus. David Suzukis The Nature of Things on the CBC and the classic childrens game Where in the World is Carmen Sandiego? are great examples. In this context, it is a type of entertainment that may appear limited to just that: games, shows and films. In medical education it is often used in the form of games. We also see variations of this concept in the use of pictures and videos in lectures and cases to help illustrate points or make them somewhat humorous.

Sub Topic

1.1 E-Learning - refers to the use of electronic media and information and communication technologies (ICT) in education. E-learning is broadly inclusive of all forms of educational technology in learning and teaching. Elearning is inclusive of, and is broadly synonymous with multimedia learning, technology-enhanced learning (TEL), computer-based instruction (CBI), computer-based training (CBT),computer-assisted instruction or computer-aided instruction (CAI), internet-based training (IBT), web-based training (WBT),online education, virtual education, virtual learning environments (VLE) (which are also called learning platforms), m-learning, and digital educational collaboration. These alternative names emphasize a particular aspect, component or delivery method.

is a form of electronic media where data are stored in digital form. It can refer to the technical aspect of storage and transmission of information or to the "end product". Once
1.2 Digital Media for Edutainment -

digitized, media may be processed in a variety of ways using standard computer hardware and software or, where performance is critical, in high-performance digital hardware such as an ASIC. Processing can include editing, filtering and content creation. Access control devices. 1.3 Virtual reality in education - is a term that applies to computersimulated environments that can simulate physical presence in places in the real world, as well as in imaginary worlds. Most current virtual reality environments are primarily visual experiences, displayed either on a computer screen or through specialstereoscopic, but some simulations include additional sensory information, such as sound through speakers or headphones. Education is another area which has adopted virtual reality for teaching and learning situations. The advantage of this is that it enables large groups of students to interact with each other as well as within a three dimensional environment. It is able to present complex data in an accessible way to students which is both fun and easy to learn. Plus these students can interact with the objects in that environment in order to discover more about them.

1.4 Virtual learning Environments - is an e-learning education system based on the web that models conventional in-person education by providing equivalent virtual access to classes, class content, tests, homework, grades, assessments, and other external resources such as academic or museum website links. It is also a social space where students and teacher can interact through threaded discussions or chat. It typically uses Web 2.0 tools for 2-way interaction, and includes a content management system.

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