How can we include entertainment into an ITC-based educational experience? Edutainment is the blending of education and entertainment; it is about engaging, enjoyable experiences providing a learning value. Understanding better how to make a pedagogical intervention engaging, to stimulate significant effort and reasoning from all kinds of students, could generate a positive impact on education. We analyze the entertaining features in the design of Learning@Europe (www.learningateurope.net), an edutainment experience on European history for high-school students, based on a shared 3D virtual world. L@E has involved since 2004 over 6,130 students (aged 14 to 19) from 18 European countries plus USA, with highly rewarding results in terms of e...
Abstract: This paper describes a multi platform investigation, that evaluated three “edutainment” e...
Abstract: Information and Communication Technologies (ICT) offer new approaches towards knowledge ac...
Increasing interest in 3D virtual worlds has lead to the creation of hundreds of such environments a...
How can we include entertainment into an ITC-based educational experience? Edutainment is the blendi...
The tight connection which occurs between entertainment and education has originated what is defined...
Shared virtual worlds are innovative applications where several users, represented by Avatars, simul...
SEE (concerning "Dead Sea Scrolls" and related issues such as history, religion, philosophy, literat...
Today’s cooperative virtual environments are mainly built for social and entertaining purposes: MUDs...
Can 3D graphics convey robust cultural value in an effective, engaging way? Can virtual worlds be a ...
Online learning platforms are integrated systems designed to provide students and teachers with info...
Abstract. This paper describes the evolution of the format for educational experiences based on 3D c...
Three-dimensional (3D) immersive virtual worlds have been touted as being capable of facilitating hi...
Abstract. This paper presents Learning@Europe, an educational service, supported by VR, that has inv...
Multi-user virtual environments have been mostly used for leisure or entertainment applications. Pol...
Abstract: This paper describes a multi platform investigation, that evaluated three “edutainment” e...
Abstract: Information and Communication Technologies (ICT) offer new approaches towards knowledge ac...
Increasing interest in 3D virtual worlds has lead to the creation of hundreds of such environments a...
How can we include entertainment into an ITC-based educational experience? Edutainment is the blendi...
The tight connection which occurs between entertainment and education has originated what is defined...
Shared virtual worlds are innovative applications where several users, represented by Avatars, simul...
SEE (concerning "Dead Sea Scrolls" and related issues such as history, religion, philosophy, literat...
Today’s cooperative virtual environments are mainly built for social and entertaining purposes: MUDs...
Can 3D graphics convey robust cultural value in an effective, engaging way? Can virtual worlds be a ...
Online learning platforms are integrated systems designed to provide students and teachers with info...
Abstract. This paper describes the evolution of the format for educational experiences based on 3D c...
Three-dimensional (3D) immersive virtual worlds have been touted as being capable of facilitating hi...
Abstract. This paper presents Learning@Europe, an educational service, supported by VR, that has inv...
Multi-user virtual environments have been mostly used for leisure or entertainment applications. Pol...
Abstract: This paper describes a multi platform investigation, that evaluated three “edutainment” e...
Abstract: Information and Communication Technologies (ICT) offer new approaches towards knowledge ac...
Increasing interest in 3D virtual worlds has lead to the creation of hundreds of such environments a...