Hopefully, the previous sentence activated your nucleus accumbens, a structure located deep in your brain that plays a key role in reward and learning mechanisms. Whether you're playing a videogame, listening to music, eating chocolate, or learning something new and interesting, the nucleus accumbens supports all of these experiences. Learning and engagement are, in fact, intricately woven together by specific regions in the brain. Yet the relationship between learning and engagement often gets short shrift - as if fun can dilute the content of an education. Current research is showing us, however, that learning and entertainment go hand in hand: in fact, edu-tainment may be the future of teaching and learning.

Ed•u•tain•ment (noun) is content with a high degree of both educational and entertainment value that is designed to teach something - using games, computers, films, or other media

We know that engagement and interest in academic tasks create positive educational experiences for children, which can spark curiosity and fascination for learning. And for children with autism, motivation and engagement are essential. However, many school-aged children - kids with ASD included - are often given academic tasks that can be overly challenging and mostly unengaging. Research suggests that mundane, uninteresting tasks can lead to behaviors, which can impede or interfere with learning. On the other hand, recent research has shown that having fun can improve learning: even abstract, complex information.

Currently, educators have effective strategies to help children with autism engage in a task and learn critical new skills - such as using a child's "special interest" to connect to material, giving choices to promote involvement, reinforcing responses during a task, working for a reinforcer, and interspersing both easy and challenging tasks to mediate frustration. Combining these strategies as a "package" has been shown to improve motivation and engagement - while, at the same time, decreasing behaviors that negatively impact learning.

New mobile devices can help educators and therapists engage children on the autism spectrum, using the power of edutainment. With mobile technology - iPad, iPhone, tablet, and apps that literally fit in the palm of one's hand - students on the autism spectrum are edutaining themselves and learning like never before. As a matter of fact, studies have found that mobile technology not only motivates but allows children with autism to concentrate during learning and demonstrate what they have learned.

The concept of edutainment is not new, as a matter of fact. In the past, we have been edutained by a number of now-famous shows - Schoolhouse Rock, Sesame Street, Bill Nye the Science Guy, and Smart Songs - to teach topics such as math, science, social skills, and history. Board and video games have also been used to teach social skills and academic concepts.

Edu-tainment and apps - how do we employ the powerful principles of edutainment to engage students in academic tasks and improve performance, using apps on mobile devices? Choosing a great edutainment app is more than just picking a math or reading app; here are a few tips on choosing apps that use edutainment to effectively teach important skills such as communication, social behavior, or academics:

  • Use the apps yourself prior to giving them to your children or students.
  • Choose apps that can be customized with the child's information or picture.
  • Find apps that include reinforcers (verbal or sound).
  • Emphasize apps that have a point system or levels.
  • Pick an app that engages as many of the senses possible.
  • Download apps that use various themes and are not repetitive.
  • Encourage your child to "help" choose the app.

Technology is increasingly infiltrating the educational system giving students with autism access to tools that stimulate crucial areas of the brain responsible for learning and entertainment. Whether at home or in school, engagement and learning can go hand in hand.

Learn more about technology and how to implement it in your teaching environment.
Find information, resources, tips and examples of technology being used in the classroom and beyond. Educate by entertaining a faster way to learn.
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