Promoting Socio-Cultural Values Through Storytelling Using Animation and Game-Based Edutainment Software

Rapid advancement in the field of Information Communication Technology (ICT) has also changed the landscape of education and entertainment. Instructions can now be delivered through well designed interactive multimedia application software. Multimedia technology enables instructional delivery through effective learning strategies such as digital storytelling using 2D or 3D animation or animated cartoons, simulation and digital games. Animation in the form of cartoons, anime and animated feature films are popular forms of entertainment and widely used in various fields such as advertisement, entertainment, education and science. In Japan, animation is known as Anime. Research showed that anime is an art that can help adolescents shape and build their identities based on their favorite anime (Mahar, 2003). Anime can also help develop various skills and abilities among children (Frey & Fisher, 2004). Therefore we can use animation based edutainment software to educate children about their socio-cultural values while entertaining them with interesting folklore at the same time. Literature has always played an important role in our lives, especially from the cultural aspect, since it is rich with educational messages and socio-cultural values to be imparted to the people in a society. However, the emphasis placed on learning of sciences and technology at school has caused neglect to the formal teaching of literature except for the few hours allocated in language lessons and for students who take social science courses. Furthermore, local children are more familiar with Western’s literature as presented by folktales and stories in Hollywood made movies such as Robin Hood, Sleeping Beauty and Cinderella. To promote local literature to the younger ‘Net’ generation, a more attractive way is needed, one of which is with the help of current available information technology tools. In this chapter we discuss the research carried out to develop edutainment software with contents from the Malay literature to help promote society’s socio-cultural values to the younger ‘Net’ generation.

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