Edutainment & Convergence: Specific Findings!
Specific Findings
By Chris A. Heidelberg, III
The official report of findings for my dissertation has been released today. The study was a eleven month national qualitative study of eight entertainment professionals from New York City, Hollywood, and the San Antonio/Austin, Texas, area. The study was conducted entirely through the Internet and with new media on location throughout the country. It was open-sourced research, and all eight media professionals agreed to reveal their identities and they fully collaborated with me on this study and the electronic web sites that were created as a result of this research with the guidance and support of the participants.The research obtained was utilized in the design of this site, and this site is the official site of this research study.The participants found that edutainment and convergence can be utilized in higher education through a variety of sensory-based entertainment techniques such as the following: role playing, drama, music, art, dance, song, spoken word, poetry, rap, the Internet, iPods, iPhones, Blackberry’s, Treos, cell phones, blogs, websites, social networking sites, social bookmarking sites, online software; video sharing sites, podcasting, vlogging, and video games.
The research also has supported this finding, and several elite universities such as Duke University, MIT, Stanford, and Cal-Berkeley are now utilizing iTunesU, iPods, iPhones, Blackboard, blogs, websites, podcasting, cell phones, and YouTube to distribute classes and other educational content on-demand via streaming, downloading, surfing the web, or direct viewing (Apple, 2007; Blackboard, 2007; Bonk & Dennen, 2005; Bonk & Wisher, 2000; Duke University, 2007; Farkas, 2006, 2007; Gates, 1995, 1998; Gee, 2003a, 2003b, 2004, 2005; Microsoft, 2007; MIT, 2007; Prensky, 2001, 2006; Stanford, 2007; Tapscott & Williams, 2006; University of California at Berkeley, 2007; Vise & Malseed, 2005; YouTube, 2007).
The participants
focused many of their comments on the military, which has spent
billions of dollars in research dollars on video gaming and simulation
technology to transform military and civilian government agencies into
digital entities. They contended these technologies are effective
learning and training tools that have worked on the battlefield,
civilian agencies, and government and corporate classrooms.