J Eng Teach Movie Media > Volume 21(3); 2020 > Article
Journal of English Teaching through Movies and Media 2020;21(3):73-100.
DOI: https://doi.org/10.16875/stem.2020.21.3.73    Published online August 31, 2020.
Edutainment in English education: A study of research trends using Python and text mining
Eun-Young Kwon
연구동향 분석을 통한 영어교육에서의 에듀테인먼트
권은영
Abstract
The purpose of the present study is largely two-fold: to examine research trends on ‘edutainment’ and to investigate the expected learning effects of using edutainment in English education. Using Python, keywords were selected from the English abstracts of domestic theses as well as academic journals available on Research Information Sharing Services (RISS) and analyzed via text mining. Prior to a discussion on the employment of edutainment in the English education field, the study looked at the research trends on edutainment. The study, then, examined the domestic research trends on edutainment with regard to English education and revealed that 1) research interest in edutainment reached its peak in 2006-2015, but has waned since then; 2) IT advances have diversified into a variety of educational application types, including computer, Internet, mobile, or AR/VR-based programs/games, animations, exhibitions, and more; 3) the results of analyzing keywords on domestic edutainment research trends have identified ‘games’ as the most frequently appearing keyword in the type of edutainment implementation; and 4) most studies on edutainment for English education have dealt with vocabulary learning for child learners. Finally, the findings of the present study suggest what needs to be considered in edutainment-assisted English teaching and learning.
Key Words: edutainment;Python;text mining;research trends;English education
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