Smart edutainment as a way of enhancing student’s motivation (On the example of board games)

Vera Novikova, Ludmila Beskrovnaya

Research output: Chapter in Book/Report/Conference proceedingConference contribution

1 Citation (Scopus)

Abstract

The paper examines specific features of smart edutainment on the examples of board games, particularly features that operate board games in teaching a foreign language, identifies the criteria and the requirements for the usage of Russian and English variants of board games in English lessons. The paper focuses on smart edutainment as a way of effective teaching method. The purpose of this study is to examine the effect of smart edutainment methods with young learners in an ESL class and to have a closer look at different games and activities to support teaching and learning process.

Original languageEnglish
Title of host publicationSmart Education and Smart e-Learning
EditorsRobert J. Howlett, Vladimir L. Uskov, Lakhmi C. Jain
PublisherSpringer Science and Business Media Deutschland GmbH
Pages69-79
Number of pages11
ISBN (Print)9783319198743
DOIs
Publication statusPublished - 2015
Event2nd International KES Conference on Smart Education and Smart e-Learning, SEEL 2015 - Sorrento, Italy
Duration: 17 Jun 201519 Jun 2015

Publication series

NameSmart Innovation, Systems and Technologies
Volume41
ISSN (Print)2190-3018
ISSN (Electronic)2190-3026

Conference

Conference2nd International KES Conference on Smart Education and Smart e-Learning, SEEL 2015
CountryItaly
CitySorrento
Period17.6.1519.6.15

Keywords

  • Board games
  • Edutainment
  • Smart learning

ASJC Scopus subject areas

  • Decision Sciences(all)
  • Computer Science(all)

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