Abstract

This paper aims to draw implications for future research on edutainment with particular focus on applying edutainment in the classroom setting through a stock-taking effort of Korean research on edutainment. Employing multiple frequency analysis and cross-analysis of the findings between this paper and our previous trend analysis of edutainment research in Korea (Lee & Kim, 2015), we have analyzed a total of 54 research, 40 peer-reviewed articles and 14 dissertations, related to edutainment that have been published from 2015 to 2022. We primarily find that first, through a comparison of the naïve frequency of edutainment research papers before and after 2015, the number of research publications post-2015 are in decline which contrasts with the trend of increasing academic attention to edutainment pre-2015. Second, with regards to the type of edutainment’s application in the classroom, we find that the use of the latest technology such as virtual and augmented reality has increased. Moreover, the use of edutainment has appeared for a wider variety of educational contents. In addition, when it comes to the effectiveness of edutainment in education, the importance of mutual interactivity rather than academic scores appears to be highlighted. Drawing from these findings, we present the direction of future research on edutainment’s application to educational settings for strengthened effectiveness of edutainment.

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