Edutainment

美 [ˌedjuˈteɪnmənt]英 [ˌedjuˈteɪnmənt]
  • 网络寓教于乐;教育娱乐;娱教技术
EdutainmentEdutainment

noun

U寓教于乐型产品(指教育兼娱乐的书籍、电视节目,尤其是电脑软件等)
products such as books, television programmes and especially computer software that both educate and entertain

  1. Edutainment Technology and Its Application in the Instruction of Information Technology Curriculum in Middle Schools

    娱教技术及其在中学信息技术课程教学中运用的初探

  2. The edutainment learning styles can solve these problems well .

    而寓教于乐的学习形式能够很好地解决这些问题。

  3. Applications of Speech Interface in Mandarin Learning Edutainment System

    语音接口在汉语学习寓教于乐系统中的应用

  4. Edutainment : Ways of Activating Students in Oral English Classroom

    活跃口语课堂方法初探

  5. The higher vocational education possesses the sociality and edutainment .

    高职教育具有社会性和教育性。

  6. The children furniture can also be more funny and educational while the children get the achievement of edutainment .

    因此,儿童家具应该让儿童使用的同时还能达到寓教于乐的效果。

  7. S vision is to build an accessible edutainment world that will truly help Chinese people succeed and enjoy using English .

    我们盼望通过我们的帮助,人们在英语学习的道路上能得到成功,并乐于用英语。

  8. How to construct a learning resource base with the edutainment software is a valuable research topic in the course of education reform .

    如何开发和利用教育娱乐软件构建支持性学习资源库,是当前教育改革过程中值得研究的课题。

  9. Horatius ' view of edutainment has been proved accurate by the course of teaching and learning .

    教育教学史印证了贺拉斯的寓教于乐观点的准确性。

  10. The game and education has a kind of natural connection . The concept of edutainment shorten the distance of game and education .

    游戏与教育有着一种天然的联系,寓教于乐的教育理念进一步拉近了教育与游戏的距离。

  11. The unique charm of educational games & " edutainment " is a good way to stimulate students ' interest and enthusiasm to learn English effectively .

    教育游戏寓教于乐的独特魅力很好地激发了学生的学习兴趣,学生学习英语的积极性得到有效提升。

  12. As a new learning method , the edutainment software can help learners acquire the skill of using information and let them more used to the thinking mode of digital generation .

    教育娱乐软件作为一种新的学习方式,一方面可以学习获取信息的技巧,另一方面也使学习者更习惯于数字世代特有的思维方式。

  13. The emerging of theory of edutainment initiates a new field of educational technology , the development of the practice of edutainment needs more support in abundant forms .

    娱教理论的提出开创了教育技术的新领地,娱教实践的开展期待着丰富形式的支持。

  14. This thesis begins with the background of edutainment ; clarifies the difference between new education and traditional education , the changes of curriculum concept , learning resources and learners in the digital era ;

    本文从教育娱乐软件的产生背景说起,分析了新教育与传统教育的不同以及新时期课程理念、学习资源和学习者的变化;

  15. Chiefly expounds how the edutainment software a new media delivering knowledge and a new cognitive tool backs up the learners construct their identity and ego and carries on an inquiry creative progress ;

    阐述了教育娱乐软件作为一种新的知识载体、一种认知工具对学习者进行身份和自我的建构,进行探索性的创造过程的支持;

  16. If teachers purposefully and flexibly apply them to classroom , they will increase the fun of teaching , cover the shortage of textbooks , do well edutainment and have a multiplier effect .

    教师在课堂上有目的、有针对性地矫捷运用它们,将会增添教学的趣味性,填补教材不足,真正做到“寓教于乐”,收到事半功倍的下场。

  17. Current areas of edutainment research are mainly edutainment technology , educational games and so on , and this thesis put forward a new proposition that is integration between Information Technology based on the concept of edutainment and Middle School Mathematics Curriculum .

    目前娱教的研究领域主要是娱教技术、教育游戏等,本论文针对目前的研究空白,提出了基于娱教理念的信息技术与中学数学课程整合研究这一新命题。

  18. As the technology matures , the combination of educational games and mobile learning will become inevitable , so how mobile phone ( tablet PC ) as the carrier to realize the edutainment mobile learning is becoming a problem what we think about .

    随着技术的发展,两者的结合是一种趋势,将成为新的研究热点。如何在移动平台(手机、平板电脑)实现寓教于乐的学习,成为了需要解决的重点问题。

  19. This research is derived from rational considerations and analyses of some rising social and educational problems which come with the rapid development of digital entertainment , and focuses on the construction and demonstration of the theory on applying the mechanism of game addiction to edutainment .

    本研究起源于对数字娱乐的迅猛发展所引发的新兴社会和教育问题的理性分析与思考,聚焦于游戏成瘾机理娱教应用理论的建构与实证。