Documente Academic
Documente Profesional
Documente Cultură
http://www.uta.fi/hyper/julkaisut/b/fitv03b.pdf
Edutainment
From Television and Computers
to Digital Television
May 2004
University of Tampere Hypermedia Laboratory
http://www.uta.fi/hyper/
FiTV: EDUTAINMENT 2
Executive summary
Edutainment refers to entertaining TV programs and computer
software, which are primarily meant for educational purposes.
We define the concept as educational material utilizing enter-
tainment methods and used via information technology.
In this report we describe edutainment’s characteristic
properties on television and computers, and its usage in vari-
ous forms of formal and informal education. Typically the
structure of edutainment material on television includes nar-
rative subsections and, unfortunately, their contents are often
fragmented and/or incoherent. Material of the edutainment
computer software is more personalized, because learners can
choose the tempo of usage and the level of difficulty. How-
ever, the learnability and entertaining means of edutainment
software are often too separated from each other. To combine
the features of these product lines in digital television de-
mands changes in edutainment production.
When television and computer edutainment are connected
in digital television, it causes problems but also new possibili-
ties. Edutainment in digital television could and should be tar-
geted especially to learners who are not capable or willing to
use the present educational programs. These target groups in-
clude, among others, immigrants and low educated adults. We
consider new ideas of television edutainment for these groups.
In producing interactive edutainment, learner-centered de-
sign is the advisable approach. It focuses on building inter-
active educational material that supports learners as they en-
gage in unfamiliar activities and learn about a new subject
matter. Involving learners from the beginning of the design
process forms the basement in learner-centered design.
Edutainment in digital television brings new challenges to
teaching and learning. In the future, non-formal and informal
education will likely be emphasized. In the context of formal
education, we describe a vision of multi-form teaching, which
includes contact teaching, distance teaching and self-learning
with the help of various new media. In addition to content in
multi-form teaching, the learners have to learn the usage of
the chosen media, which is evaluated with the concept of us-
ability. The importance of usability should be stressed espe-
cially with children, senior users and various special groups.
The advantage of informal education is a close connection
to the whole life of the learner, which makes it easy to apply
to knowledge and skills learned. The disadvantage is the lack
of control, so nobody checks the possible misunderstanding of
learners or activates the transference of learned material. As
a consequence, edutainment material in digital television
must contain portions to guide and tutor the learners.
Table of contents
Executive summary 2
1. Introduction 4
3. Edutainment in education 19
3.1. Design approaches 19
3.2. A vision of multi-form teaching 23
3.3. Teaching outside formal education 29
3.4. Learning aspects 32
3.5. Learning contents 37
3.6. Different learners 39
6. Summary 57
References 59
1. Introduction
Edutainment refers to entertaining TV programs and computer
software, which are primarily meant for educational purposes.
The educational purpose can be related to formal education in
different school institutes or to informal learning in different
daily life contexts without systematically organized education.
Edutainment often stirs opposition among educational pro-
fessionals because the general trend of increasing entertain-
ment is considered a problem [52]. Already Postman [47]
noted on the 1980s that we are amusing ourselves to death.
He argued that television has become an intoxicating “com-
mand center” of the Western culture that has distracted from
and trivialized seemingly important aspects of our lives.
Many authors and teachers share Russell’s [52] fear that
there is a shift from vertical breadth knowledge (deep wis-
dom) to horizontal breadth (unrelated scraps of information),
which leads to lack of continuity in cultural understanding.
Learning is a psychological process, which always takes place
in one’s mind, and complicated matters cannot be learnt eas-
ily and quickly [10]. In the context of edutainment we do not
consider entertainment or amusement to have any inherent
value if it does not benefit learning. On the other hand, edu-
tainment does not need to be “funny” but it can still be
“interesting”. This property is certainly not bad for learning.
The unequal global availability of information technology
has caused justified worry about a digital divide. We consider
the digital divide a big problem also at national level (in
Finland and in the other countries). Knowledge is accumulat-
ing by its nature, and the rapid technological development has
made faster and faster accumulation of knowledge possible —
so worsening the inequality both in the world wide and na-
tional distribution of information and knowledge. It is possible
that edutainment decreases this problem because it is easier
to approach edutainment material than more traditional
learning material. When learner’s cognitive skills, media liter-
acy, and expertise on the contents increase, she can start us-
ing also more demanding learning methods.
This report is organized as follows. In Chapter 2 there is a
short survey of the present edutainment and educational pro-
gram types in analogical television, computers and the Inter-
net. Next, the suitability of interactive television for transmit-
ting edutainment programs is discussed. Moreover, we sharpen
the definition of edutainment. However, this is problematic
since there are only a few scientific studies on edutainment,
and it is not even a very commonly used concept worldwide.
For example, in Britain the phrase ‘educational games’ is used
instead.
2.2. Edutainment on TV
In the year 2000 the Finnish Broadcasting Company (Yle)
broadcasted about 700 hours educational programs on tele-
vision, of which about 70 % was meant for adults and the rest
30 % for school and preschool children. Many programs have
multimedia teaching packages (radio, television, books, WWW
pages), which make it possible to choose the proper medium
for different kinds of contents. The most popular educational
television programs are language programs which are viewed
regularly or somewhat regularly by over 200 000 people. Up to
76 % of Finns know Yle’s language programs. Television is also
used to promote other educational material than television
programs, such as WWW sites. For example, the web sites (by
the name Abitreenit) for those preparing for their matricula-
tion examination were “advertised” on television [38].
On television there are educational programs for all age
groups: for preschool children (e.g., Eskari-TV: Hoksaamo),
school children (Koulu-TV), young people (parts of Kieliportti
and Opinportti), adults and senior viewers. Among the viewers
of educational television programs there is a slight female
majority and the viewers are often in white-collar professions.
Hence, knowledge seems to be accumulating also in this
respect. Taito-TV is an exception often handling general civics
skills, like using the Internet, or specific skills, like origami.
All educational programs are sent via the Finnish Broadcast-
ing Company but many of the programs are bought from
abroad (e.g. from BBC), so educational programs’ contents in-
clude both Finnish and international cultural elements. In the
other Nordic countries, the educational television programs
are organized much in the same way as in Finland. In the UK
and USA, also the commercial channels have educational and
edutainment material of their own. See Appendix 1 for a brief
survey of educational programs in some countries.
From the theoretical point of view, television’s educational
programs are not considered as independent educational ma-
terial but as supplementary material. Moreover, programs are
often viewed for pleasure, in passing, or for updating and re-
calling existing knowledge [38]. Television’s educational pro-
grams can be divided into three categories based on their or-
ganizational teaching goals:
role. ADSL will enable good quality full screen video and audio
through existing telephone lines. Interactive digital services
and learning environments are developed especially by BBC,
Channel 4, and Granada in the UK and DR in Denmark. [38, p.
181] Granada’s famous educational programs include, among
others, World in Action and Time Tales. (See also Appendix 1.)
Most of these interactive TV learning services are likely to
be in edutainment format. Early developers of interactive TV
learning services are likely to be public service educational
broadcasters and commercial operators who may wish to gain
a competitive advantage over their rivals. However, there
does seem to be a demand for language learning, which may
encourage the uptake of interactive digital TV. Interactive TV
may offer some innovative approaches to tackling the prob-
lems of basic skills in an informal and entertaining way. [60]
Separate interactive services, utilizing the return channel
independently of TV channel, are starting to emerge in the
form of learning resources related to the national curriculum
involving new alliances with traditional publishers. [60]
The viewers often complain that the current educational
television programs suffer from the following problems: un-
suitable broadcasting times, the amount of detailed facts,
tempo, and lacking introductory and concluding sections [60].
Many of the common problems could be easily solved by digi-
tal television. For example, the program can be stored in a
set-top box to be watched in a more suitable time, concluding
material could be offered in channel’s text-television, and
auxiliary material could be found in the Internet. It could be
also possible to listen to learning channels from digital radio.
The Finnish digital television has a cultural and educational
6
http://www.yle.fi/teema/ channel, called YleTeema 6 with a new type of language pro-
gram and several other new programs (cf. Opinportti). It is
likely that in the future the spectrum on educational programs
will widen along with the new technical possibilities. For ex-
ample, a part of language teaching programs will be originally
meant for other purposes than teaching (see Appendix 2 for a
short presentation of soap opera Carita Pintada), because in
digital television it is easy to change language (both in speech
and in subtitles). There is a huge amount of material to be
used for teaching foreign languages. Similarly, it is easy to
augment various other programs (for example, cultural pro-
grams) with game portions that promote and test learning.
Watching television has by tradition been a social experi-
ence. People tend to watch in groups, and to discuss with
each other what they have seen. This poses interesting prob-
lems from a personalization point of view: instead of adapting
instruction to individuals, it should be adapted to small
groups. Instead of user modelling we may need group model-
ling.
3. Edutainment in education
3.1. Design approaches
When television edutainment begins to approach the edutain-
ment software, the methods of user-centered design (UCD)
and learner-centered design (LCD) are useful to be involved in
the design process. According to ISO 13407 standard [21],
user-centered design means a multi-disciplinary activity,
which incorporates human factors and ergonomics knowledge
and techniques with the aim of enhancing effectiveness and
productivity, improving human working conditions, and coun-
teracting the possible adverse effects of use on human health,
safety and performance. The iterative activities of user-cen-
tered design are,
If the target group is not familiar with the intended user in-
terface, it is essential to carefully evaluate if the efforts re-
quired in learning it are clearly worth pursuit compared with
using the conventional interface solutions. Along with efforts
relating to studying the subject matter, learning the user in-
terface shouldn’t be cognitively too heavy. In addition, it’s es-
sential to consider the main contexts in which the educational
material will be used. E.g., a classroom is quite a different en-
vironment compared with using the material alone at home.
Designing educational contents varies a lot depending on
the subject matter, the broadness of the content, the medium
in question, the main target group, and so on. As a starting
point, designers must consider what purpose the content is
aimed for and how the material is suited for different learning
situations. And when designing edutainment content, the de-
signers should consider carefully how to support the amuse-
ment of users without disregarding the educative side of the
content. Designers of edutainment should know what kind of
customs and preferences the group has in the area of
entertainment consumption. The wider the target group the
greater the challenge to create content that is felt entertain-
ing and meaningful. Instead of testing how the educational
goals of the material are realized, it is beneficial to test with
the target group the appropriateness of entertaining represen-
tation style, including (verbal and visual) humor, imagery,
audiovisual appearance and overall setting.
Sometimes the entertaining nature of edutainment becomes
clear already in the title of the material. Good examples are
the television program Molto Piacere! (in English something
like “Much pleasure/enjoyment!”), which is targeted at
travelers going to Italy, and Histeria!, the animated sketch
comedy aimed at children, in which the title refers simultane-
ously to the historical and “hysterical” (meaning here eventful
stories, exaggerated characters and fast story-telling) nature
of the program. This is one way to direct consumers’ and
learners’ presumptions.
Besides the title of the material, also the appearance of a
CD-ROM package, the front page of web based material, or
the advertorial of a television program should be planned well
because they constitute a first impression that is decisive
when people determine if they are going to familiarize with
the material. These features are emphasized in situations re-
lated to informal learning when, for example, people deter-
mine what kind of educational products or programs are ap-
propriate to themselves or to their children as self-learning
material. Maybe the role of the title is more central in tele-
vision edutainment, because the program choices of television
audience are often based merely on program guides that in-
clude the title of the program and the theme or title of the
episode and at most a very short description.
Navigation problems
Validity of information -ITY
Web
Distance learning
Self-learning
takes too much time as it can only be done through e.g. play-
ing the game (the more complex games are, the greater the
need for more teacher preparation), 2) the mismatch between
the skills and knowledge developed in edutainment material
and those recognized explicitly within the school system, and
3) the mismatch between material content and curriculum
content especially in secondary schools. [39]
Distance teaching employs various kinds of devices to help
people to be connected to each other (for example, tele-
phone, electronic mail, letters) and the connection may take
place at a different time or the same time. Interaction in dis-
tance learning is restricted [40], which implies that traditional
interaction (led by the teacher) plays a minor role and other
forms of interaction are used. It is also possible that tutoring
and study circles use the same devices as other forms of dis-
tance learning.
A popular television service is Etälukio, which includes
many of the subjects (sciences, history, psychology, etc.) of
the Finnish high school curriculum. Electronic mail and chat
channels could be used in connecting the teacher and the
learners of Etälukio. In digital television, a chat channel can
be on when an educational program is being watched (such a
product is already published by Sofia Digital). This allows a
viewer to take part in discussions while simultaneously watch-
ing the program, and so possibly receiving on-line help and tu-
toring from teacher and fellow learners.
The third part of multi-form teaching consists of self-learn-
ing periods. During these periods, a learner works with the
material presented in contact and distance teaching, does
homework assignments, and prepares for next teaching pe-
riods or study circle meetings. Self-learning can be seen to be
connected with distance learning when distance learning is
one-directional and requires self-learning, for example, in the
form homework assignment. In this case, self-learning differs
from that in informal learning where a learner works alone ac-
cording to her own schedule and goals.
Table 3: Interaction in multi-form teaching
and media (Walldén).
Organi- Form and Time and Target groups Examples of contents and media
zation means of place (see Chapter 3.6 for more
interaction detailed information)
Contact Direct or The same — Visual learners (model — Common use of television, computer or web in
learning personal learning) class rooms and study circles, OR
interaction — Auditory learners (by — Digital television, mobile or web used in
hearing, by constructing) tutoring
— Analytic learners — For example, Yle’s Kouluportti or Kieliportti
Distance Indirect / The same — Kinesthetic learners (ex- — Digital television (Etälukio)
learning interactive or different perimental learning), for — Audio learning
devices and place, dif- example, simulators — Video conferencing
material ferent time — Analytic learners — Computer-aided teaching
Self Missing / Different — Kinesthetic learners — Digital television (Opinportti, Carita Pintada)
learning materials time and — Holistic learners — Literature
and devices different — Computers, Web (EDU.fi, e-mail)
place — Audio-visual material
When the TV media has its own flow that the viewers can “participate
in” but which does not accommodate to their interaction, the computer
media in this case is a different resource: it allows participation, but
more work has to be done to achieve the order of interaction.
The first level means that the Internet is used as a channel for
transmitting slides and other material. The second level em-
phasizes Internet’s possibilities as a means of communication
and the availability of real-time information via the Internet.
Hence, the second level contains chat channels and mailing
lists and link lists to sources of information available in real-
time. At the third level, a web-based learning environment is
a hypertext structure supporting learning and studying in
which the links and structures build up materials suitable for
self-learning. At the highest level (level four) the metaphor of
a classroom or school is virtually implemented. These virtual
classrooms have been constructed since the 1970s on the basis
of the so called Computer-Mediated Communication Systems
mas — that is, how the learner understands the world. Learn-
ing is to change, to complete, and to rebuild this material.
Constructivism also emphasizes the importance of testing the
new (rebuilt) constructions. A prerequisite is that the learner
understands her own understanding or non-understanding
about the topic to be learned. Hence, self-evaluation and re-
flection are important skills in constructivism. If the learner
does not know why something must be remembered or
learned, the learning result will not necessarily allow transfer-
ence: it might be possible that the learner cannot apply it in
practical problem-solving tasks. Although learning is a
learner’s action, a teacher is needed for guiding and tutoring
the learning process by showing goals and evaluating (reflect-
ing) because even an adult learner is not necessary capable of
self-steering her learning. The teacher’s task is to design a
flexible learning environment that allows the learner to con-
struct knowledge from her own starting position. [51]
Problem-based learning is based on constructivism. Its main
purpose is to develop learner’s skills for self-steering, lifelong
learning. According to this pedagogical view, learning is a
combination of one’s own learning, working with the new
knowledge together with other learners, and group discus-
sions. As working methods, problem-based learning uses group
working, introductory and specialist’s lectures, seminars, indi-
vidual tasks, field studies, and practical rehearsals, when
needed [40]. Hence, there is only a little contact teaching,
and a lot of individual working. In problem-based learning, a
learner learns by starting from problems at hand. Problem-
based learning is widely used in learning medicine.
Sometimes, especially in practical “real world projects”,
the starting point is a problem to which no answer or solution
exists in the present knowledge or skill repertoire. Developing
new knowledge starts with a problem, which is solved in a
group by using continuous dialogue with some fixed principles.
The result obtained is more than the sum of the knowledge of
the teacher and the learners. The learning community sets the
problems and formulates the questions. (See, for example [17,
18, 58]). Each learner brings her own unique experiences to
the discussion so making the topics to be learned wider and
many-sided. Although the experiences are unique and per-
sonal, they can be divided by the other learners and the
teacher. The mere existence of experiences does not guaran-
tee learning. It is possible that they stay superficial because
they are not consciously handled. Conscious experience-
oriented learning also includes a cognitive point of view that
brings it closer to constructivist learning.
Experimental learning moves by reflecting concrete experi-
ences and actions towards the theoretical understanding and
better operations models. Learning goes on in cycles and it
can start in any place. The purpose of learning is to construct
good choice for those who are studying because they are plan-
ning a trip. On the other hand, many learners are interested in
the language in a much more general sense, and these kinds of
situations are of little use to them.
The Internet facilitates collaborative and cooperative learn-
ing. This is important since especially work markets value the
skills obtained by this kind of learning. At the same time, in-
dividuals’ own skills of learning and developing strategies are
considered to be of outmost importance. Similarly, the impor-
tance of networking and group work is heavily stressed be-
cause they require social and collaborative skills. The success
of a team is not only the sum of the success of its individual
members, but it requires also abilities on the social and col-
laborative level.
When moving from analogical to digital television, the
deepest changes are in learning to obey constructivism. indi-
vidual’s private activity, moving to collaborative learning, and
interactivity among group members. This allows, e.g., prob-
lem-based and exploratory learning, and constructing new
knowledge. Digital television also makes collaborative learning
possible by allowing increasing interaction and a learner to
profile her own learning material. Collaborative learning util-
izes the social interaction in a group of learners. This could be
easily applied in edutainment games.
A. Formal education
— as a part of formal
Fairly short tradition education Homogeneous Geography & Biology
in edutainment pro- · Distance learning learners Languages
grams · Learning com- Mathematics &
munities Active users Sciences
— as an addition to
The focus has moved formal education
to on-line software — as an alternative
form of formal
education Quite homogeneous Hobbies & Arts
learners
B. Informal education
Direct interaction
Self-education Active users
Educational TV programs
DESIGN TEACHING LEARNING LEARNER LEARNING MATERIAL
Narrative contents Multimedia teaching Easy to use in learning Learner’s profiles General problem:
— for large groups packages model learning deficient structuring
How to tell a story of content
in an educative constructivism All ages
TV suits well for Advantage: interviews
manner? and stories connected
How to balance teaching processes,
entities and to learners’ life
learning and
entertainment? narratives The ability to use new
media
History
Languages
A. Formal education Large similar user
— as a part of formal groups
education Free usage
· school TV No direct interaction
Long and rich · Etälukio
tradition in · open university At classroom
edutainment — as an alternative
programs Skills
form Large similar user
groups Languages for
B. Informal education travellers
Free usage
At home Learners as receivers
Also in groups of information
No direct interaction
1) learnability
2) graphic appearance and layout
3) technical requirements
4) intuitive efficiency
5) suitability for different learners and different situations
6) ease of use: technical and pedagogical approach
7) interactivity
8) objectiveness
9) sociality
10) motivation
11) added value for teaching.
These factors connect and affect each other and they are
often overlapping, too. The most central criteria in the peda-
gogical sense seem to be motivation, efficiency, and objec-
tiveness (here in reference to goal-orientation of the mate-
rial). According to Horila et al. [20, pp. 22—34], motivation
correlates to willingness to use material and through that to
willingness to learn. Motivation is essential in self-steering
learning. Digital learning material should awake, direct and
keep the interest of learners. Humor, concreteness, anima-
tion, music, and some kind of rewards have been regarded as
motivating features in children’s software [11, p. 258]. Horila
et al. state that efficiency also relates to the willingness to
use material. If the material is felt efficient, the willingness
to reuse material is high. Efficiency involves the feedback
about the progress of the learner. Objectiveness is always a
point of departure both in teaching and in learning. Objectives
of producers are a prerequisite for the goal orientation of the
digital learning material. Particularly in edutainment material
the objectives are not often as clearly explicated as in “tradi-
tional” digital learning material.
The usability in the sense of ease-of-use is an interesting
question within educational software. The products should be
usable enough not to frustrate learners, but they shouldn’t be
so easy to use that learners can complete tasks without fully
TO WHOM?
+ Low educated adults.
WHY? + Special groups: immigrants. WHEN? WHEN?
+ Reducing digital divide. + Youngsters in their spare time. Informal education.
+ Reducing knowledge divide. + Participants of extension studies Nonformal education.
+ Improving position in work life. organized by firms or public agents. Accidental learning.
+ Alluring to education and self-learning. LEARNERS
+ Integrating to society: work, social life.
+ Improvig media literacy and multi-cultural
education. HOW?
+ Lifelong education in the worklife. + Experimental learning and teaching.
GOALS + Situated learning and teaching.
+ Model learning.
+ Experimental and collaborative
WHAT? learning.
+ Media literacy development. + Collaborative and modelling learning.
+ Skills for adapting to the changes of + Cooperative and experimental learning.
information society. TEACHING AND LEARNING
+ Occupational skills.
+ Attitudes, motivations, self courages in
change. WHAT KIND OF EDUTAINMENT?
+ Finnish language and cultural habits. + Interactive movies and role plays.
+ Occupational skill packages and cultural + Simulators and role plays.
habits. + Traditional television programs augmented with
+ Tools for creating contents. edutainment portions.
+ Cultural contents. + Interactive movies and role plays.
+ Skill packs and modules. + Simulators and role plays.
+ Work languages. + Educational quizzes.
EDUCATIONAL CONTENT + Interactive movies with role plays.
+ Simulators and role plays.
TYPES
tive than men, and moreover, women’s activity does not de-
crease as much as men’s in older age groups. [2]
In educational programs on analog television, as well as in
educational computer software, the emphasis has been on the
learning of an individual learner, while the Internet and inter-
active television stress collaborative learning. This makes the
learning process more important instead of the results, goals,
or rewards. In collaborative learning, each learner uses her
own special skills to widen the common understanding. All the
presented views, explanations, and arguments are handled
publicly and critically. This makes the knowledge visible. It is
typical for collaborative learning that the learning raises to a
higher level than the individual group members can reach.
Hence, we can speak about distributed expertise.
6. Summary
Since edutainment material is easier to approach than tradi-
tional educational material, it can serve in reducing the digi-
tal divide at least at the national level. This means that in the
future, a special emphasis should be put in designing edutain-
ment material for groups that are not reached by the present
educational material. These groups include, among others,
low educated adults, immigrants, and those needing extension
studies.
Television’s educational programs are often supplementary
for other educational material. Moreover, programs are often
viewed for pleasure, in passing, or for updating and recalling
existing knowledge. Educational television programs have
been linear and they are aimed at large heterogeneous audi-
ences. On the other hand, educational computer software is
typically designed for individuals.
The use of interactive television as a new platform for edu-
cational programs can solve many of the present problems in
the use of edutainment. Edutainment of interactive television
could and should be targeted especially to learners who are
not capable or willing to use the present educational material.
When moving from analogical to digital television, the
deepest changes are in learning activities obeying constructiv-
ism, individual’s private activity, moving to collaborative
learning, and interactivity among group members. Digital tele-
vision also makes collaborative learning possible by allowing
increasing interaction and a learner to profile her own learn-
ing material. Collaborative learning utilizes the social interac-
tion in a group of learners. This could be easily applied in edu-
tainment games. Moreover, in interactive television a learner
can profile programs to be more suitable for her own purposes
so widening the target groups.
The knowledge and skills required by work markets are con-
tinuously changing, for example, because of internationaliza-
tion and the development of information technology. In adult
education, these changes will be likely to emphasize the im-
portance of multi-form teaching, which flexibly in turn in-
cludes contact teaching, distance teaching, and self-learning
with the help of various new media. Another trend is that non-
formal and informal education will be emphasized. As a conse-
quence, we need edutainment material both in formal and in
informal education. In the future, digital media will be used
according to their suitability for the teaching event in ques-
tion and, as a consequence, multi-form teaching in the media
chain will be used.
Our starting point in suggesting new concept for digital
television edutainment was the features and needs of the tar-
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[12] Clark, D. 1995. Student’s Guide to the Internet. Alpha
Books.
[13] Education in Finland: Statistics and Indicators. 1999. Sta-
tistics Finland, Helsinki.
[14] Engineering Outreach at the University of Idaho: Distance
Education at a Glance. Guide #5: Instructional Television.
— Available online (checked 18 November 2002):
http://www.uidaho.edu/eo/dist5.html
[15] Ermi, L. & Sotamaa, O. 2003. Yksityistä nautintoa ja yh-
teistä jakamista: haastattelututkimus television käytöstä.
Working Papers 1. University of Tampere Hypermedia
Laboratory. — Available online (checked 14 January
2004):
http://www.uta.fi/hyper/julkaisut/b/fitv03a.pdf
Appendix 1: Educational
television programs in some countries
Nordic countries
In other Nordic countries, the status of educational programs
closely resembles that in Finland. Educational television and
radio programs have augmented material in other media re-
lated to them.
15
http://www.ur.se/ur/frameset.html Swedish Utbildningsradio (UR)15 has long been the leading
producer of educational material in Sweden. It has a project,
Mediebiblioteket, for storing in digital form all video, audio
and text material, which is broadcast so that they would be
available anytime for everybody.
The Norwegian television broadcasts educational material
16
http://www.nrk.no/kanal/undervisning/ for formal education in schools16 and in Open University17. In-
skole/
17
formal education is supported in the so-called Knowledge
http://www.nrk.no/kanal/undervisning/
18
channel (Kunnskapskanalen)18, which broadcasts, for example,
http://www.nrk.no/programmer/tv/
kunnskapskanalen/
lectures on various topics.
19 In Denmark, the educational programs19 are divided into the
http://www.dr.dk/undervisning/
following topics: work, history, all-round education, children
and family, culture and media, world, programs for primary
schools, environment, and society.
Britain
Traditionally, the British TV channels have been the leading
producers of edutainment material (although the term “edu-
tainment” is not commonly used). For example, the educa-
20
http://www.bbc.co.uk/learning/ tional programs produced by BBC 20 cover a really wide area,
both with respect to their topics and target groups. A good ex-
ample of the width of the productions is the classification of
21
http://www.bbc.co.uk/learning/ the programs related to medicine:21 Addiction, Allergies, Al-
library/health.shtml
ternative Therapies, Consumer Health, Cosmetic Surgery, Den-
tal Health, Developmental Health, Disability, Diseases and
Conditions, Emotional Health, First Aid, Fitness, Food and
Diet, Genetics, Medical Ethics, Medical Science, Mental
Health, Physiology, Sexual Health, and Reproduction.
22
http://www.granada-learning.com/ Among the privately owned channels Granada22 is the lead-
ing edutainment producer. In addition to the programs, Gra-
nada also produces other educational material, such as com-
puter software and CD-ROMs.
Channel 4 produces clearly less educational material that
BBC and Granada, but on the other hand, its programs seem to
use more entertaining material than the bigger companies.
The web site of Channel 4 also contains various edutainment
23
http://www.channel4.com/learning/ games.23 A player can, for example, battle against the Spanish
games.html Armada with the help of her knowledge on history or to rescue
the lost arc from a dangerous island.
Germany
24
http://www.dradio.de/bildung/ The outstanding producers of educational material in Germany
25
http://www.zdf.de/ZDFde/inhalt/ are, for example, DeutschlandRadio24 and ZDF25.
0,1872,1020664,FF.html
USA
The status of educational programs on the big US commercial
channels is much more invisible than on the national channels
26
http://www.cnn.com/EDUCATION/ in Europe. However, CNN has Education section26 with pro-
grams on world events and geography, science and tech-
nology, languages, fine arts and media, world history and
government, economics and mathematics as well as health
and life skills.
Appendix 2: Examples
of educational television programs
Kapusta: a program on the Russian language
Kapusta is a television edutainment program that familiarizes
with the basics of the Russian language. Each episode is di-
vided into subsections that introduce Cyrillic alphabet, some
vocabulary, and phrases related to different communication
situations. Learning is supported by repeating certain expres-
sions and phrases a couple of times during the dialogue. Close-
ups of the actors’ faces are common. In a subsection called
‘Kiikari’ (in English ‘Binoculars’), committing the words to
memory is assisted by showing the words simultaneously both
as a text and as a concrete object. The dialogue and story
telling of the program are humoristic in nature.
The educational goals of the program could benefit from lit-
tle changes in representation. For instance, at the beginning
of each episode a short introduction to forthcoming topics
would contribute to the orientation of the learners. Likewise,
at the end of each episode a brief summary would support
piecing together the main issues of the content. Inducing
parasocial interaction (see Chapter 3.2) between the viewer
and the people in the program is based mainly on invitations
to laugh while addressing the viewer through a gaze is rare.
Carita Pintada:
an edutainment program on the Spanish language
Carita Pintada is a soap opera with Spanish subtitles for self-
learning the Spanish language. As a program concept, it raises
several questions. If edutainment is based on a drama, too
strong narration may move the viewer’s attention from learn-
ing the language. Hence, the problem is to insert educational
elements, like disposition, repetition and feedback, to a ready
drama. Some authors have suggested (see [57]) that ready film
material could be used more on learning languages. This con-
tains the same problem as Carina Pintada: how to combine
educational material and the drama?
As a partial answer to these questions, we can list some
minimal criteria for an educational program: at least weak
(implicit) interaction, at least implicit feedback, delivers in-
formation, and contains repetition.
Programs failing to fulfil these criteria can cause only acci-
dental learning although they can be used to maintain knowl-
edge of a language.
Appendix 3: Examples
of educational computer software
Suomi-Seikkailu: an adventure computer game
Original producer of the game: The educational point of the game is to teach geography of
Monsterland (1997).
Finland. Story-wise, the goal in the game is to lead a search
Implementation in Finnish:
Elävät Kirjat Oy. for a scientist called ‘Professori’. A player has three detec-
tives who are under her control. She directs where and how
they move and to whom they talk in different towns. The peo-
ple the detectives meet in different places speak in dialects of
the Finnish language.
The primary educative content is stored in an archive where
there are short descriptions about different places and areas
in Finland. The player can also look for a certain topic in the
archive through the table of contents. The player becomes ac-
quainted with the map of Finland (and especially with certain
towns of Finland) because the action happens mostly on the
map.
From the educative viewpoint, the main problem of the
game is the fact that the user can play the game through
without reading all the content of the information archive. In
addition, the information is not structured very well in the
sense that it includes more fractured information than the-
matic entities. From the standpoint of playability, the player’s
actions and moves are quite restricted. This means that she
can only select from a few predetermined alternatives what
she wants to say or where and how she wants to move next.
Appendix 4:
WebQuest — a net edutainment idea
A WebQuest is an inquiry-oriented activity in which some or all
of the information that learners interact with comes from re-
sources on the Internet, optionally supplemented with video-
conferencing. There are at least two levels of WebQuests that
should be distinguished from one another. The instructional
goal of a short term WebQuest is knowledge acquisition and
integration. At the end of a short term WebQuest, a learner
will have grappled with a significant amount of new informa-
tion and made sense of it. A short-term WebQuest is designed
to be completed in one to three class periods.
The instructional goal of a longer term WebQuest is extend-
ing and refining knowledge. After completing a longer term
WebQuest, a learner would have analyzed a body of knowl-
edge deeply, transformed it in some way, and demonstrated
an understanding of the material by creating something that
others can respond to, on-line or off-line. A longer term Web-
Quest will typically take between one week and a month in a
classroom setting.
WebQuests of either short or long duration are deliberately
designed to make the best use of a learner’s time. There is
questionable educational benefit in having learners surfing the
net without a clear task in mind, and most schools must ration
the students’ connect time severely. To achieve that effi-
ciency and clarity of purpose, WebQuests should contain at
least the following parts:
Appendix 5:
Usability of remote controller
For controlling a digital television, we need new controlling
operations. In a remote controller, this means new buttons. In
addition to the normal number (0—9) and arrow (up, down,
left, right) buttons and basic buttons (on/off, volume, etc.), a
NorDig remote controller must contain the following auxiliary
buttons:
Appendix 6:
Links to edutainment products
• The Gamer’s Inn:
http://www.gamersinn.com/library/edutainment/
• Broderbund:
http://www.broderbund.com/
• Oregon Trail II:
http://www-writing.berkeley.edu/TESL-EJ/ej08/mr1.html
• Children Vets:
http://www.e-cdrom.com/icanbeandoc.html
• Amazon Trail II:
http://www.e-cdrom.com/amtrailiibox.html
• Yellowstone:
http://www.e-cdrom.com/exyel.html
• Soul City:
http://www.bp.com/location_rep/south_africa/
soc_investment_progs/soul_city.asp
• Hand-held computers and edutainment:
http://www.stanford.edu/~jmanus/edhand/standalone_palms/
palms_as_educational_tools.htm
• Sesame Street:
http://www.sesameworkshop.com
• Wishbone (the web site of the educational television se-
ries for elementary school-age children):
http://www.pbs.org/wishbone/
• FunBrain.com:
http://www.funbrain.com/
• Kids Web Japan:
http://www.jinjapan.org/kidsweb/index.html
• Prongo.com:
http://www.prongo.com/
• Active Worlds:
http://www.activeworlds.com/
• Walking with Dinosaurs:
http://www.bbc.co.uk/dinosaurs/
• The WebQuest Page:
http://webquest.sdsu.edu/
• Design of Instructional Computer Simulations:
http://www.uiowa.edu/~c07w245/
• Channel 4:
http://www.channel4.com/learning/games.html