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Autor/inGlass, Graham
TitelBringing Edutainment into the Classroom
QuelleIn: Childhood Education, 98 (2022) 2, S.44-49 (6 Seiten)Infoseite zur Zeitschrift
PDF als Volltext Verfügbarkeit 
Spracheenglisch
Dokumenttypgedruckt; online; Zeitschriftenaufsatz
ISSN0009-4056
DOI10.1080/00094056.2022.2053443
SchlagwörterRecreational Activities; Leisure Time; Program Design; Educational Experience; Learner Engagement; Educational Games; Game Based Learning; Computer Games; Video Technology; Instructional Films; Field Trips; Computer Simulation; Technology Uses in Education; Internet; Story Telling
AbstractPandemic-related lockdowns and school closures took education into the virtual sphere. Hence, educators of all grades had to adapt to the challenges of remote learning by including digital tools in their teaching strategies. The global pandemic added a mandatory digital layer to the task of motivating students. Education technologies (edtech) and digital tools have immense potential to make learning activities more interactive and fun. When learning is fun, students' engagement, interest, and motivation can only go up. After dealing with so much disruption and uncertainty in their education, students deserve inspiring learning experiences. Finding ways to put the fun back into learning can boost student engagement and motivation by helping them rediscover their joy for learning in this still-challenging period. This article has a few ideas about how to achieve that goal. (ERIC).
AnmerkungenRoutledge. Available from: Taylor & Francis, Ltd. 530 Walnut Street Suite 850, Philadelphia, PA 19106. Tel: 800-354-1420; Tel: 215-625-8900; Fax: 215-207-0050; Web site: http://www.tandf.co.uk/journals
Erfasst vonERIC (Education Resources Information Center), Washington, DC
Update2024/1/01
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