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Edutainment for Effective Teaching and Learning of Digital Natives
Nor Azlina Abd Rahman1, Vinothini Kasinathan2, Rajasvaran Logeswaran3, Nurwahida Faradila Taharim4
1Nor Azlina Abd Rahman, Asia Pacific University of Technology and Innovation, Kuala Lumpur, Malaysia, India.
2Vinothini Kasinathan, Asia Pacific University of Technology and Innovation, Kuala Lumpur, Malaysia, India.
3Rajasvaran Logeswaran, Asia Pacific University of Technology and Innovation, Kuala Lumpur, Malaysia, India.
4Nurwahida Faradila Taharim, Asia Pacific University of Technology and Innovation, Kuala Lumpur, Malaysia, India.
Manuscript received on February 22, 2017. | Revised Manuscript received on February 29, 2017. | Manuscript published on March 05, 2017. | PP: 37-43 | Volume-7 Issue-1, March 2017. | Retrieval Number: A2951037117/2017©BEIESP
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©The Authors. Published By: Blue Eyes Intelligence Engineering and Sciences Publication (BEIESP). This is an open access article under the CC BY-NC-ND license (http://creativecommons.org/licenses/by-nc-nd/4.0/)

Abstract: This paper studies an effort to enhance the teaching and learning of Digital Natives (ages below 36 years old or born after the year 1980). It explores the concept and current meaning of Edutainment with a focus on a game called QR IT Seek, developed with consideration of the specific characteristics of Digital Native learners who are the future workforce of a nation. The paper endeavors to respond to the demands of the Digital Natives who are distinctly different from the previous generations. The pressure exists for teaching and delivering concepts to the younger generation due to these characteristics. Hence, it is vital for educators of higher learning to develop innovative methods of teaching tertiary education materials and rediscover the concept and application of Edutainment. The need for this study and its findings is enhanced because without attention given to the specific needs of these students at institutions of higher education today, there would be significant impact on the achievement of learning outcomes and result in long term global consequences in this borderless world.
Keywords: Edutainment, QR-Code, QR IT Seek competition, Digital Natives, pedagogy.