Search results for "edutainment"

showing 8 items of 8 documents

A VR-Enhanced Rollover Car Simulator and Edutainment Application for Increasing Seat Belt Use Awareness

2021

Most countries have active road safety policies that seek the objective of reducing deaths in traffic accidents. One of the main factors in this regard is the awareness of the safety measures, one of the most important being the correct usage of the seat belt, a device that is known to save thousands of lives every year. The presented work shows a VR-enhanced edutainment application designed to increase awareness on the use of seat belts. For this goal, a motorized rollover system was developed that, synchronized with a VR application (shown in a head-mounted display for each user inside a real car), rolls over this car with up to four passengers inside. This way, users feel the sensations …

Computer Networks and CommunicationsComputer scienceContext (language use)02 engineering and technologySerious gameVirtual realitylaw.inventiontraffic safetyAeronauticslaw0202 electrical engineering electronic engineering information engineeringSeat beltPer capitagamificationawarenessserious gameSeguretat viària05 social sciencesedutainment050301 education020207 software engineeringQA75.5-76.95RolloverHuman-Computer InteractionRisk perceptionPsicologiaWork (electrical)Electronic computers. Computer sciencevirtual realityseat beltrollover simulator0503 educationComputers
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The Mathematical Table of the Palazzina Cinese in Palermo. Animation and Virtual Reality Techniques for an Edutainment Project

2023

The Palazzina Cinese of Palermo was built on a project by Venanzio Marvuglia in 1799 on behalf of Ferdinand IV of Borbone, when the royal family, fleeing from Naples following the establishment of the Parthenopean Republic, moved to Sicily. The building, known as “Chinese” due to its style, is full of particular architectural and decorative solutions. An element of particular interest is theMathematical Table, designed to avoid any contact between the living room and the kitchen below, isolating it from smells and servants. Thanks to a complex system of winches and pulleys, in fact, the dishes could be served by letting the central portion of the table and small circular areas fall into the…

Cultural Heritage Digital Animation Virtual Reality Edutainment Graphics for Communication Graphics Education Graphics for Visualization Palazzina Cinese Palermo.Settore ICAR/17 - Disegno
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Edutainment - nowy wymiar praktyki miłosierdzia

2016

New forms of materiał, morał and spiritual poverty (Pope Francis) that are still changing and developing reąuire new forms and ways of practicing charity. According to the teaching of Pope Francis, it is not enough to give bread to the poor and the needy, they need the access to work, education and development. Following this path, it is worth noting the poor in other areas than just materiał poverty. This paper will focus on two groups: “the poor in sensitivity to others”, that is ailing in being merciful and those suffering from a lack of freedom, that is enslaved and endangered by this form of poverty. The novelty of the proposed form of the practice of mercy is to use methods of edutain…

Edutainmentgamificationnew forms of mercyinnovations in educationlearning through play
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Edutainment e Genere

2011

GenereEDUTAINMENTGENERE.Settore M-PED/01 - Pedagogia Generale E Sociale
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Museoparks and re‐enchantment of the museum visits: an approach centred on visual ethnology

2012

PurposeThe purpose of this paper is to identify the structural dimensions of a new museal offer, museoparks, which use edutainment and more generally re‐enchantment strategies.Design/methodology/approachTo bring out the symbolic dimensions specific to these cultural sites, the methodology used is based on the analysis of photographic media.FindingsThe analysis reveals four main symbolic dimensions structuring these hybrid cultural offers: spectacularization, immersive character, ritualized character, and very intense merchandizing of the experience.Research limitations/implicationsThis analysis allows us to update a hybrid, complex and re‐sized form of cultural experience that goes beyond t…

MarketingCultural experienceAnthropologyMuseumsPerspective (graphical)Consumption experience[SHS.ECO]Humanities and Social Sciences/Economics and FinanceStructuringEducationEntertainmentCharacter (mathematics)Action (philosophy)EntertainmentAestheticsRe‐enchantment[SHS.GESTION]Humanities and Social Sciences/Business administration[ SHS.ECO ] Humanities and Social Sciences/Economies and financesEdutainmentThe SymbolicSociology[ SHS.GESTION ] Humanities and Social Sciences/Business administrationVisual ethnologyMuseoparkQualitative Market Research: An International Journal
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videogiochi: strumenti di edutainment per uomini e donne?

2011

L’identificazione dei soggetti con i personaggi dei videogiochi costituisce un passaggio fondamentale per i giovani che così possono assumere personalità e svolgere attività coerenti con il proprio essere o, al contrario, totalmente opposte. La letteratura sul tema evidenzia come nei videogiochi vengano ribaditi i più comuni stereotipi di genere: uomini forti, coraggiosi e aggressivi e, al contrario, donne deboli e bisognose di essere salvate o spietate seduttrici. La ricerca si pone come obiettivo di individuare se tali stereotipi vengono effettivamente introiettati dai giovani e meno giovani giocatori e giocatrici ed analizzando le diverse tipologie di giochi, se è possibile individuare d…

edutainmentvideogamedifferenze di genereSettore M-PED/03 - Didattica E Pedagogia Speciale
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Edutainment and gender

2011

genderedutainmentvideogames
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An Edutainment Implementation in an English Vocational Training Class

2021

Edutainment ha sido definido como la unión entre la educación y el entretenimiento, aspectos que todo profesor querría tener en sus clases. Sin embargo, todavía no hay una implementación suficiente del enfoque para afirmar de una forma clara si es útil utilizarlo en las clases de aprendizaje de segundas lenguas o lenguas extranjeras. Este estudio tiene la ambición de contribuir a la comunidad educativa con un caso que podría ser un punto de partida para futuras investigaciones. En este trabajo se describe una investigación que duró 2 semanas en dos grupos de alumnos de 1º de un curso superior de formación profesional, donde se implementó el Edutainment en el grupo experimental y se implemen…

task-based learningcommunicative language teachingedutainment:PEDAGOGÍA [UNESCO]UNESCO::PEDAGOGÍAfocus on form
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