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For the Boogie Down Productions album, see Edutainment (album). Edutainment (also educational entertainment or entertainment-education) is a form of entertainment designed to educate as well as to amuse.
[edit] OverviewEdutainment typically seeks to instruct or socialize its audience by embedding lessons in some familiar form of entertainment: television programs, computer and video games, films, music, websites, multimedia software, etc. Examples might be guided nature tours that entertain while educating participants on animal life and habitats, or a video game that teaches children conflict resolution skills. Most often, edutainment seeks either to tutor in one or more specific subjects, or to change behavior by engendering specific sociocultural attitudes. Successful edutainment is discernible by the fact that learning becomes fun and teachers or speakers educate an audience in a manner which is both engaging and amusing. It can be argued that edutainment has existed for millennia in the form of parables and fables that promoted social change. One of the most influential modern-day practitioner and theorist in the field is Miguel Sabido. In the 1970s, Sabido began producing telenovelas (soap operas or serial dramas) that combined communication theory with pro-health/education messages to educate audiences throughout Latin America about family planning, literacy, and other topics. His model, which incorporated the work of Albert Bandura and others theorists, as well as research to determine whether programs impacted audience behavior, revolutionized the field. Today, these principles are being used extensively in the health communication field to educate people around the world about important health issues. Various groups in the United States and the United Kingdom have used edutainment to address such health and social issues as substance abuse, immunization, teenage pregnancy, HIV/AIDS, and cancer. Initiatives in major universities, such as Johns Hopkins University and the University of Wisconsin-Madison, NGOs such as PCI-Media Impact, and government agencies such as the Center for Disease Control (CDC), are using edutainment to impact the United States and the world. [edit] EtymologyThe term edutainment was used as early as 1948 by The Walt Disney Company to describe the True Life Adventures series.[citation needed]. The noun edutainment is a neologistic portmanteau used by Robert Heyman in 1973 while producing documentaries for the National Geographic Society.[1] It ws also used by Dr. Chris Daniels in 1975 to encapsulate the theme of his Millennium Project. This project later became known as The Elysian World Project.[citation needed] Edutainment can be used to describe various learning modules. [edit] Educational theoriesEntertainment-Education uses a blend of core communication theories and fundamental entertainment pedagogy to guide the preparation of the programming. Additionally the CDC has a tip sheet available on its website that provides additional guidance for writers and producers [2]. The major communication theories that influence Entertainment-Education include:
Pedagogy involved with Entertainment-Education include:
[edit] Edutainment in media[edit] Edutainment in video gamesIn 1983, the term "edutainment" was used to describe a package of software games for the Oric 1 and Spectrum Microcomputers in the UK. Dubbed "arcade edutainment" an advertisement for the package can be found in various issues of "Your Computer" magazine from 1983. The software package was available from Telford ITEC a government sponsored training program. The originator of the name was Chris Harvey who worked at ITEC at the time. Since then, many other computer games such as Electronic Arts computer game Seven Cities of Gold, released 1984, have also used the term edutainment to describe their product. Most edutainment games seek to teach players using a game based learning approach. Criticism as to what video games can be considered "educational" as lead to the creation of Serious games whose primary focus is to teach rather than entertain. Simon Egenfeldt-Nielsen (PhD, Psychologist) has spent a great deal of time researching The Educational use and potential of computer games and has written many articles on the subject. The most specific paper [7] dealing with Edutainment breaks it down into 3 generational categories to separate the cognitive methods most predominantly used to teach. In his papers he is critical of the research that has been done in the areas of the educational use of computer games cited their intolerable biases and weaknesses in method causing them to lack scientific validity in their findings. [edit] Edutainment in film and television programmingMotion pictures with educational contents appeared as early as 1943, such as Private Snafu, and can still be seen in modern films such as An Inconvenient Truth. After World War II, edutainment shifted towards television. The presence of edutainment is especially evident in children's television series, such as Sesame Street, Dora the Explorer, and Teletubbies. For older viewers, individual situation comedy episodes also occasionally serve as edutainment vehicles. These episodes are sometimes described in United States television commercial parlance as very special episodes. The American sitcom Happy Days produced an especially effective edutainment episode which was reported to have prompted a 600% increase in the U.S. demand for library cards. Discovery Channel is also known for its various shows that follow the theme, such as MythBusters. There are many television programs that incorporate Entertainment-Education as well. The Sentinel Award, which is administered by the University of Southern California's Annenberg Center for Communication, the CDC and the National Cancer Institute (NCI), is given each year to programs that address health and medical issues in their storylines. 2006's nominees/winners include:
[edit] Edutainment in radioRadio can also serve as an effective vehicle for edutainment. The British radio soap opera The Archers has for decades been systematically educating its audience on agricultural matters; likewise, the Tanzanian radio soap opera Twende na Wakati ("Let's Go With the Times") was written primarily to promote family planning. Other successful radio programs that have incorporated Entertainment-Education principles include:
[edit] Cultural ImpactSome college professors have adopted the practice of edutainment in order to keep the interest of adult students in long classroom lectures [8]. Here the instructor entertains the students while meeting course objectives. An important teaching technique of education is to use variety, by utilizing various mediums such as video, in-class skits, demonstrations, and Power Point slides along with lectures. Within the lecture, the instructor can add comedy and discussions of personal experiences of the professor or students [9]. Educational play facilities as well as hands-on children's museums are considered to be "edutainment" where children actively play in engaging environments, and learning in the process. Some examples of edutainment facilities are PlayWiseKids in Columbia, MD; Talents Center in Saudi Arabia; Strong National Museum of Play in Rochester, NY; the Please Touch Museum in Philadelphia, PA; Kidzania in Mexico D.F, created by Xavier Lopez Ancona; and Micropolix, in Madrid, created by Javier Carballo. These facilities are also popular field trip destinations for pre-school and elementary school teachers. [edit] Criticism of edutainmentEdutainment is also a growing paradigm within the science museum community in the United States. This approach emphasizes fun and enjoyment, often at the expense of educational content. The idea is that people are used to flashy, polished entertainment venues like movie theaters and theme parks that they demand similar experiences at science centers and museums. Thus, a museum is seen as just another business competing for entertainment dollars from the public, rather than as an institution that serves the public welfare through education or historical preservation.[10] [edit] References
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