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Educational entertainment

Educational entertainment, also referred to by the portmanteau edutainment,[1] is media designed to educate through entertainment. The term was used as early as 1954 by Walt Disney. Most often it includes content intended to teach but has incidental entertainment value. It has been used by academia, corporations, governments, and other entities in various countries to disseminate information in classrooms and/or via television, radio, and other media to influence viewers' opinions and behaviors.[2]

A Venn diagram on educational entertainment

History edit

Concept edit

Interest in combining education with entertainment, especially in order to make learning more enjoyable, has existed for hundreds of years, with the Renaissance and Enlightenment being movements in which this combination was presented to students.[3][page needed] Komenský in particular is affiliated with the "school as play" concept, which proposes pedagogy with dramatic or delightful elements.[3]

 
Poor Richard's Almanack

Poor Richard's Almanack demonstrates early implementation of edutainment, with Benjamin Franklin combining entertaining and educational content, such as puzzles and rules of conduct, into an instructional entity for colonists.[4]

Later development of the concept of edutainment can be tied to Walt Disney, with his first educational short film, Tommy Tucker's Tooth, being commissioned and shot in 1922 for the Deneer Dental Institute.[5] The entry of the U.S. into World War II also had a major impact on the popularity of educational entertainment, as a relationship between Disney and the U.S. government formed; Disney was able to experiment with educational and nonfiction films in a way that continued even after the war,[6] with series such as True-Life Adventures[7] and Disneyland.[8][page needed] In the transcript of an interview with Alexander P. de Seversky from The Walt Disney Archives, of which its date and interviewer is unknown,[6] the following quotation is found:

It is a new kind of entertainment that goes far beyond simply "amusing" its audience. This picture is vital entertainment--it treats on a subject that directly affects every man, woman, and child, in America. With dramatic action it exposes the basic ideas that will rid the mind of confusion and clarify the war thinking of the public.

— Walt Disney, Interview with Alexander de Seversky

Since the 1970s, various groups in the United States, the United Kingdom, and Latin America have used edutainment to address health and social issues such as substance abuse, immunization, teenage pregnancy, HIV/AIDS, and cancer. Initiatives in major universities, such as Johns Hopkins Center for Communication Programs[9] and the University of Wisconsin–Madison, NGOs such as PCI-Media Impact, and government agencies such as the U.S. Centers for Disease Control (CDC)[9][10] have produced edutainment content.

Modern forms of edutainment include television productions, film, museum exhibits, and computer software which use entertainment to attract and maintain an audience, while incorporating deliberate educational content or messages. It is also apparent that educational elements are becoming implemented into traditionally recreational realms, such as vacations and games.[4]

Terminology edit

The term edutainment was used as early as 1954 by Walt Disney to describe the True Life Adventures series.[11] The noun edutainment is a neologistic portmanteau used by Robert Heyman in 1973 while producing documentaries for the National Geographic Society.[12] It was 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.[13] The terms "edutainment" (and "busitainment") were used in 2001 to explain how the CRUMPET project, on context-aware and personalised Tourism, refers to people travelling for adventure yet who also travel for education and business and who do not perceive themselves as classical "tourists".[14] The offshoot word "Edutainer" has been used by Craig Sim Webb since before the turn of the millennium to describe an individual who offers edutainment presentations and performances.[15]

Application edit

Audio and video edit

Schoolhouse Rock, Wishbone, Sesame Street, and Bill Nye the Science Guy are examples of shows that use music and video to teach topics like math, science, and history. Using music to aid memory dates back to the passing of ancient oral traditions, including the Iliad and the Odyssey. Much of what edutainment can offer through audio and video especially, is accessible over the internet on platforms such as YouTube, with such channels as Vsauce, CGP Grey, MinutePhysics, Meet Arnold, Veritasium, and Crash Course.

Public Service Broadcasting is a band that incorporates audio and footage from the British Film Institute into their music and performances, and this partnership helps the British Film Institute showcase its material; their album Inform-Educate-Entertain, which covers topics such as the climbing of Mount Everest and highway safety, demonstrates the connection between the concept of edutainment and their music.[16]

Film and television edit

Motion pictures with educational content appeared as early as 1943, such as Private Snafu, and can still be seen in films such as An Inconvenient Truth. After World War II, educational entertainment shifted towards television. Television programs can be divided into three main categories: those with primarily educational intentions, those with a high degree of both education and entertainment, and entertainment shows with incidental or occasional educational value.

Mexican TV producer Miguel Sabido pioneered in the 1970s a form of edutainment via telenovelas, "soap operas for social change". The "Sabido method" has been adopted in many other countries subsequently, including India, Peru, Kenya, and China.[17] In Mexico, the government in the 1970s successfully used a telenovela to promote family planning to curb the country's high birth rate.[18][page needed]

The third season of the television show MTV Shuga was analyzed by researchers and then published online in 2017 in terms of its effects related to its goal of educating African youth about sexual health and HIV, and secondarily, gender-based violence.[19] In the randomized control trials, those in the treatment group who watched the show for six months were "almost twice as likely" to get tested at HIV testing centers; mixed results were found in regards to the show's effects on gender-based violence.[19]

Healthcare edit

Educating the public about health issues is a focus for many stakeholders, including the pharmaceutical industry. In recent years, several initiatives have used educational entertainment principles to highlight specific conditions or wider healthcare issues. Examples include In Memory about dementia,[20] Millefeuille about psoriasis[21] and This is Axiom about the challenges facing the UK's National Health Service.[22]

Games edit

Games fulfill a number of educational purposes. Some games may be explicitly designed with education in mind, while others may have incidental or secondary educational value. All types of games, including board, card, quizzes, and video games, may be used in an educational environment.[23] Educational games are designed to teach people about certain subjects, expand concepts, reinforce development, understand an historical event or culture, or assist them in learning a skill as they play.[citation needed]

According to Paraskeva (2010), at least 68% of American households play video games. Many recent research articles postulate education and gaming can be joined to provide academic benefits.[24][page range too broad]

According to Van Eck (2006), there are three reasons why games are considered learning tools: 1. Ongoing research that has included the last 20 years of educational findings have proven that digital games can be educational; 2. The new generation of today wants "multiple streams of information" (p. 1), which includes quick and frequent interaction that allows inductive reasoning; and 3. The mere popularity of games has created a billion-dollar industry. The idea of playing a game assumes the person is engaging in that activity by choice. The activity should have some value of "fun". This does not mean that the person is engaging in the activity only for leisure pursuits; it can also include the desire to learn a skill, connect with other gamers (social community), and spend time in a chosen activity. The activity needs to remain one of choice for the gamer.[25][page range too broad]

Kim (2008) supports the use of off-the-shelf games with meta-cognitive strategies to provide an increase in students' cognitive performance.[26][page range too broad]

Radio and podcasts edit

Radio can serve as an effective vehicle for educational entertainment. 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.[citation needed]

Likewise, podcasts have begun to exemplify the concept of edutainment, with some radio programs also becoming available in this digital format. Not only are there are series with educational elements that are listened to recreationally, but there are also podcasts used as an educational tool. Lessons based on podcasts have increased in popularity, with TeachersPayTeachers finding that lesson plans relating to podcasts rose in downloads by 21 percent and 650 percent in 2014 and 2015, respectively, which corresponded with the release of Serial.[27]

Other successful radio programs and/or podcasts that have fused entertainment and education include:

  • DJ Nihal's BBC Radio 1 radio show which centered around 'edutainment'. He mentions this term each time the show is broadcast.[citation needed]
  • "The Lawsons/Blue Hills" – a radio program that was designed to help Australian farmers adjust to new farming methods.[28]
  • "Tinka Tinka Sukh" – a Hindi-language radio program that results in environmental and health improvements in India.[29]
  • Soul City – A successful South African radio serial drama that carried AIDS prevention messages.[30]
  • The Donut Shop – A successful internet radio show talk about educational games that they think could be used in today's schools.
  • Radio Ado and its radio-drama "Pildoritas de la Vida Real", a Mexican radio soap opera designed to disseminate sexual education among teenagers. This radio-drama was produced by the University of Guadalajara and teenagers from Morelia, Michoacan, Mexico.
  • Khirki Mehendiwali – In an endeavour to improve maternal and child health practices in Bihar, a 37 episode long Radio Show Khirki Mehendiwali was created for the rural audience by BBC Media Action, India. Each approximately 15-minute episode beautifully blends information with entertainment to disseminate one specific message on maternal and child health. The show provides a window to the world to its rural listeners by not only giving them a glimpse of the world outside but also unlocking voices, feelings, dreams and information, which they had hitherto not heard or experienced.[31]
  • Freakonomics Radio A radio program, which is also released as a podcast, in which the complexities of everyday life are discussed by the author and co-author of the corresponding book, Freakonomics.[32]
  • Invisibilia The podcast series aspires to "explore the invisible forces that shape human behavior — things like ideas, beliefs, assumptions and emotions."[33]
  • RadioLab A radio program, which is also available as a podcast, that combines the studies of science, philosophy, and human nature.[34]
  • Science Friday A radio program that is also released as a podcast, which discusses science in a fun way.[35]
  • Stuff You Should Know A podcast that educates listeners about various topics while employing a conversational tone.[36]
  • TED Radio Hour A radio program and podcast that examines themes and ideas, using excerpts from TED Talks.[37]

Toys edit

Toys are perhaps the earliest "edutainment" objects a person encounters, as many toys have also an educational aspect beside their aesthetic appeal. They can teach children literacy, numerical, conceptual or motor skills. Many toys (e.g., a miniature piano) are simply colorful, scaled-down versions of more complex objects, and thus can base children in skills and benefits associated with the latter. It is up to grown-ups to guide children to the toy's proper use in order to make the most out of it.[citation needed]

Toys are often employed in the context of mimicry and roleplay to partially experience personalities or situations not otherwise possible, very akin to simulation in video games. They can be used as primitive means to nurture an instinct or a character trait in children. Often, toys work simultaneously the other way, providing children with the means to express those things: a doll may be used by a girl to mimic her mother or express motherhood as much as to explore it.[citation needed]

Even for toys that don't possess explicit educational value, a thoughtful parent or teacher can turn a static figurine, for example, into an object of interest, by pointing out its features or costumes, or referring to its history or science (e.g., a figurine of a Native American may be a starting point for exploring American history; a Santa Claus may be used to explore the roots of Christmas; a toy astronaut to explore science...), which can be done in conjunction with a more-explicitly "edutaining" object, such as a picture book. Most children are naturally inquisitive (possibly why they sometimes break their toys; simply to know what is inside or how it moves or what produces that sound), and caregivers should not waste this opportunity.[citation needed]

Even grown-ups can learn through toys about children: what are their talents or interests; if they are more extrovert or introvert; indeed if they dislike toys and prefer social activities or sport, and thus capitalize on the children's abilities and correct what is wrong or lacking.[citation needed]

Some toys are of considerable appeal and benefit to both children and adults, such as Lego or Rubik's Cube, as their design and implementation can range from the simple to the sophisticated.[citation needed]

Hip hop culture edit

The term "edutainment" was first made popular amongst the hip hop community by KRS-One (a.k.a. The Teacha) thanks to his Boogie Down Productions album by the same name.

The term has since been borrowed to describe hip hop culture's innate pedagogical aesthetics. Examples of this include how Hip Hop uniquely combines both thought and action (see Paulo Freire's use of praxis in Pedagogy of the Oppressed) and values both Eurocentric values of rational thought and Afrocentric epistemology of kinetic, affective and emotional ways of knowing.[38] Another example is in the transmission of technical and historical knowledge, the manner in which Hip Hop practitioners learn and exchange by sharing moments of performance together through building or building sessions.[39]

Corporations edit

The concept of educational entertainment is being used for building learning programs for organizations. High technology is used to make the programs entertaining and educational.[40][page range too broad] As an example, PowerPoint presentations may become more entertaining with the addition of flashy animations or graphics. An article in a satirical newspaper, The Onion, poked fun at the concept of embellishing boring presentations with attention-catching effects.[41] A fictional marketing executive in the article noted the previous lack of excitement in the presentation, saying "When we first finished the PowerPoint, the content was all there, but it still lacked that certain something."[41]

Theme parks edit

 
Spaceship Earth, an attraction at Epcot

Theme parks are a specific kind of setting in which the combination of entertaining and educational elements can be prevalent. Epcot at Walt Disney World, which is owned by The Walt Disney Company, is highly based on edutainment; the park features attractions that teach about the past, conservation, imagination, future technologies, and the world. The park's dedication plaque, written by Marty Sklar and Erwin Okun, states the following: "May EPCOT Center entertain, inform and inspire. And above all, may it instill a new sense of belief and pride in man's ability to shape a world that offers hope to people everywhere."[42]

The offerings and promotions at SeaWorld associated with the educational topics of marine biology, conservation, and animal rescue efforts are increasing at their current locations and in plans for the upcoming Abu Dhabi theme park, which is likely due to activism for animal rights.[43][44]

Other notable theme parks that incorporate educational elements and topics are Disney's Animal Kingdom, Holy Land Experience, Dinosaur World, Busch Gardens, and Puy du Fou.[citation needed]

Museums and public access areas edit

Edutainment is also a growing paradigm within the science center and children's museum community in the United States, as well as in many other locations such as the zoo or a botanical garden. Educational locations such as these are constantly looking for new and innovative ways to reach the surrounding public and get them interested in areas such as the fine arts, science, literature, and history. Additionally, field trip visits to these educational places provide participants with interactional stimulus to learn about the content offered there. Since people are used to flashy, polished entertainment venues like movie theaters and theme parks, they demand similar experiences at science centers or museums. Consequently, interactive experiences, such as games and mobile apps, are implemented in museums in order to more effectively help people learn about what they are seeing.[45] Museums are also embracing the ability to use storytelling to engage people, especially those who are young, in hopes to increase attendance; all the while, though, it is possible for the focus and purpose of museums to be diluted.[46] Thus, a museum or a zoo can be 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.[47][page range too broad]

 
An interactive exhibit at the Museum of London

Effects in the classroom edit

Much research has been done in association with edutainment and its effectiveness in its various forms. Particularly, the effects of the implementation of the concept of edutainment in the classroom setting have been studied on multiple occasions. The concept of flipped classrooms, in association with edutainment, was studied by Retta Guy and Gerald Marquis (2016), in which students were assigned video lessons and podcasts as opposed to projects prior to class; it was found that these students outperformed those in traditional classrooms, found the actual time in class to prompt more interaction, and thought the class to be more enjoyable, although there was a noticeable period of adaption.[48][page needed]

In a study conducted by Ruby Lynch-Arroyo and Joyce Asing-Cashman (2016), Numb3rs, which is an example of edutainment in the form of a television show, was integrated into the education of preservice mathematics teachers. The subsequent results exemplified the potential for edutainment to promote critical thinking, increased engagement, and growth mindsets.[49][page needed]

Similarly, Craig D. Cox, et al. (2017) conducted a study in which a mini-series that combined educational and entertaining elements was developed and presented to pharmacy preceptors; it was effective in increasing the confidence of the participants and was an honorable mention for the American Association of Colleges of Pharmacy Innovations in Teaching Award in 2015.[50]

A system that incorporated the concept of edutainment through the use of games has also been studied in association with disabled students by Amal Dandashi, et al. (2015), and it was found that the system had a positive impact in terms of scores, coordination, communication, and memorization skills; after replaying, higher scores were often achieved as well.[51]

As for podcasts and narration specifically, according to a study conducted by Trish L. Varao Sousa, Jonathan S. A. Carriere, and Daniel Smilek (2013) with student participants, these forms may not be particularly helpful, as their use can result in both less information actually internalized and less engagement overall when compared to other "reading encounters."[52]

Criticism edit

Debate regarding the value of educational entertainment and its implementation has been had for decades.[53] The negative feedback received by Walt Disney for his True-Life Adventures series represents the views of some skeptics of the concept of edutainment. For example, the use of music along with the footage of animals, such as the circumstance in which "The courtship of tarantulas was set to a tango, while the movements of two scorpions were showcased with square dance music in the background" was criticized at the time; the purpose of the music was to enhance the footage, but some people took issue with this humanization. Additionally, without approval, some of the film crew of White Wilderness prompted unnatural behavior in lemmings that would be filmed, which then generated a negative response.[54]

Sesame Street, a television show that demonstrates the concept of edutainment, has also specifically been subject to criticism. For instance, in an article published in The Atlantic in May 1971, John Holt criticizes the promotion of "Right Answers" in the television show without actual action being taken by the children, and also argues that it is nonsensical and perplexing to have adults convey to children that everything that is to be discovered is logical and easy to understand.[55]

The argument that the concept of edutainment hurts the actual value of education has been prevalent as well. The book entitled Amusing Ourselves to Death by theorist Neil Postman demonstrates this notion, as it is claimed that areas of study have been "transformed into congenial adjuncts of show business."[56] Museum professionals especially have faced this dilemma, as in study conducted by Pierre Balloffet, François H. Courvoisier, and Joëlle Lagier (2014), museum professionals did not have severe negative opinions of the incorporation of educational entertainment, but individuals nevertheless had varying viewpoints on "the appropriateness or potential risks of edutainment."[57][page needed]

See also edit

Citations edit

  1. ^ Merriam-Webster 2012, Online.
  2. ^ Rapeepisarn et al. 2006. In: Wong et al. 2006, pp. 28–32.
  3. ^ a b Trna 2007.
  4. ^ a b Beato 2015, Online.
  5. ^ Miller 1957, p. 79. As cited in Shale 1982, p. 15.
  6. ^ a b Shale 1982, pp. 67, 109, 149.
  7. ^ Gennawey 2011, p. 29.
  8. ^ Newell 2013.
  9. ^ a b Singhal et al. 2003, pp. 7, 39.
  10. ^ CDC 2017.
  11. ^ Disney 1954, pp. 82–84.
  12. ^ Marta Rey-López et al. A Model for Personalized Learning. In: Adaptive Hypermedia and Adaptive Web-Based Systems. Springer. Berlin. 2006.
  13. ^ "Elysian World". elysianworld.com. from the original on 17 December 2014. Retrieved 6 November 2014.
  14. ^ Poslad, Laamanen & Malaka 2001, pp. 28–32.
  15. ^ "Inspirational speakers – Professional Inspirational Speaker, Performer, Songwriter & Author". edutainer.ca. from the original on 27 October 2014. Retrieved 6 November 2014.
  16. ^ Michaud 2015, Online.
  17. ^ Rosin 2006, pp. 40–45.
  18. ^ Laveaga 2007.
  19. ^ a b World Bank 2017, Online and Banerjee, Ferrara & Orozco-Olvera 2019, Online.
  20. ^ "HEALTHCARE FEATURE FILMS: IN MEMORY". Bedrock. from the original on 7 November 2017. Retrieved 3 November 2017.
  21. ^ "Millefeuille". Millefeuille. Celgene. from the original on 7 November 2017. Retrieved 3 November 2017.
  22. ^ "This is Axiom". This is Axiom. Celgene. from the original on 7 November 2017. Retrieved 3 November 2017.
  23. ^ "Edutainment Meaning – What Is Educational Entertainment?". Quiz Beez. 27 February 2022.
  24. ^ Paraskeva, Mysirlaki & Papgianni 2010, pp. 498–505.
  25. ^ Van Eck 2006, pp. 1–16.
  26. ^ Kim, Park & Baek 2009, pp. 800–810.
  27. ^ Godsey 2016, Online.
  28. ^ Australian Women's Weekly 1964, p. 5.
  29. ^ . PCI Media Impact. 9 April 2014. Archived from the original on 10 May 2015. Retrieved 13 April 2017.
  30. ^ Wilson, Gretchen. "SAIIA – Soul City: A Strategy for Small-Screen Education". www.saiia.org.za. from the original on 8 August 2017. Retrieved 13 April 2017.
  31. ^ "Khirki Mehendiwali | Shaping Demand and Practices". BBC Media Action. from the original on 2 March 2017. Retrieved 13 April 2017.
  32. ^ "Freakonomics Radio Archive". Freakonomics. from the original on 28 March 2017. Retrieved 13 April 2017.
  33. ^ "About 'Invisibilia'". NPR.org. from the original on 13 April 2017. Retrieved 13 April 2017.
  34. ^ "Radiolab". NPR.org. from the original on 13 April 2017. Retrieved 13 April 2017.
  35. ^ "History – Science Friday". Science Friday. from the original on 24 April 2017. Retrieved 13 April 2017.
  36. ^ Glaser, Mark (11 June 2010). "How Josh & Chuck Made 'Stuff You Should Know' a Hit Podcast". MediaShift. from the original on 5 March 2017.
  37. ^ "About 'TED Radio Hour'". NPR.org. from the original on 12 April 2017. Retrieved 13 April 2017.
  38. ^ Petchauer 2012, p. 72.
  39. ^ Petchauer 2012, pp. 76–77.
  40. ^ Nagy 2006, pp. 79–96.
  41. ^ a b "Wow Factor Added To Corporate Presentation". The Onion. 17 July 2009. from the original on 6 November 2014. Retrieved 6 November 2014.
  42. ^ Sklar 2013, p. 162.
  43. ^ Hufford 2016, Online.
  44. ^ Lindsay 2016, Online.
  45. ^ Gelt 2015, Online.
  46. ^ Gamerman 2015, Online.
  47. ^ Stoll 1999, pp. 485–499.
  48. ^ Guy & Marquis 2016.
  49. ^ Lynch-Arroyo & Asing-Cashman 2016.
  50. ^ Cox et al. 2017, p. 12.
  51. ^ Dandashi et al. 2015, p. 165165.
  52. ^ Varao Sousa, Carriere & Smilek 2013, p. 892.
  53. ^ Rozen 2006, Online.
  54. ^ Walt Disney Museum 2012, Online.
  55. ^ Holt 1971, Online.
  56. ^ Postman 1986. As cited in Beato 2015, Online.
  57. ^ Balloffet, Courvoisier & Lagier 2014.

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  • Trna, Josef (September 2007). Němec, J. (ed.). Edutainment or Education: Education Possibilities of Didactic Games in Science Education (PDF). ICCP Brno Conference. Brno, Czech Republic. pp. 55–64. (PDF) from the original on 17 August 2017. Retrieved 12 April 2017.
  • Van Eck, R. (2006). "Digital game-based learning: It's not just the digital natives who are restless..." (PDF). Educase Review. 41 (2): 1–16. (PDF) from the original on 29 December 2016.
  • Varao Sousa, Trish L.; Carriere, Jonathan S. A.; Smilek, Daniel (1 January 2013). "The way we encounter reading material influences how frequently we mind wander". Frontiers in Psychology. 4: 892. doi:10.3389/fpsyg.2013.00892. ISSN 1664-1078. PMC 3842750. PMID 24348444.
  • Wong, Kevin K.W.; Fung, Lance C.C.; Cole, Peter; Pisan, Yusuf, eds. (4–6 December 2006). "Third Australasian Conference on Interactive Entertainment". IE 2006. Perth: Murdoch University. ISBN 978-0-86905-902-9. OCLC 170367427.
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educational, entertainment, edutainment, redirects, here, boogie, down, productions, album, edutainment, album, also, referred, portmanteau, edutainment, media, designed, educate, through, entertainment, term, used, early, 1954, walt, disney, most, often, incl. Edutainment redirects here For the Boogie Down Productions album see Edutainment album Educational entertainment also referred to by the portmanteau edutainment 1 is media designed to educate through entertainment The term was used as early as 1954 by Walt Disney Most often it includes content intended to teach but has incidental entertainment value It has been used by academia corporations governments and other entities in various countries to disseminate information in classrooms and or via television radio and other media to influence viewers opinions and behaviors 2 A Venn diagram on educational entertainment Contents 1 History 1 1 Concept 1 2 Terminology 2 Application 2 1 Audio and video 2 2 Film and television 2 3 Healthcare 2 4 Games 2 5 Radio and podcasts 2 6 Toys 2 7 Hip hop culture 2 8 Corporations 2 9 Theme parks 2 10 Museums and public access areas 3 Effects in the classroom 4 Criticism 5 See also 6 Citations 7 ReferencesHistory editConcept edit Interest in combining education with entertainment especially in order to make learning more enjoyable has existed for hundreds of years with the Renaissance and Enlightenment being movements in which this combination was presented to students 3 page needed Komensky in particular is affiliated with the school as play concept which proposes pedagogy with dramatic or delightful elements 3 nbsp Poor Richard s Almanack Poor Richard s Almanack demonstrates early implementation of edutainment with Benjamin Franklin combining entertaining and educational content such as puzzles and rules of conduct into an instructional entity for colonists 4 Later development of the concept of edutainment can be tied to Walt Disney with his first educational short film Tommy Tucker s Tooth being commissioned and shot in 1922 for the Deneer Dental Institute 5 The entry of the U S into World War II also had a major impact on the popularity of educational entertainment as a relationship between Disney and the U S government formed Disney was able to experiment with educational and nonfiction films in a way that continued even after the war 6 with series such as True Life Adventures 7 and Disneyland 8 page needed In the transcript of an interview with Alexander P de Seversky from The Walt Disney Archives of which its date and interviewer is unknown 6 the following quotation is found It is a new kind of entertainment that goes far beyond simply amusing its audience This picture is vital entertainment it treats on a subject that directly affects every man woman and child in America With dramatic action it exposes the basic ideas that will rid the mind of confusion and clarify the war thinking of the public Walt Disney Interview with Alexander de SeverskySince the 1970s various groups in the United States the United Kingdom and Latin America have used edutainment to address health and social issues such as substance abuse immunization teenage pregnancy HIV AIDS and cancer Initiatives in major universities such as Johns Hopkins Center for Communication Programs 9 and the University of Wisconsin Madison NGOs such as PCI Media Impact and government agencies such as the U S Centers for Disease Control CDC 9 10 have produced edutainment content Modern forms of edutainment include television productions film museum exhibits and computer software which use entertainment to attract and maintain an audience while incorporating deliberate educational content or messages It is also apparent that educational elements are becoming implemented into traditionally recreational realms such as vacations and games 4 Terminology edit The term edutainment was used as early as 1954 by Walt Disney to describe the True Life Adventures series 11 The noun edutainment is a neologistic portmanteau used by Robert Heyman in 1973 while producing documentaries for the National Geographic Society 12 It was 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 13 The terms edutainment and busitainment were used in 2001 to explain how the CRUMPET project on context aware and personalised Tourism refers to people travelling for adventure yet who also travel for education and business and who do not perceive themselves as classical tourists 14 The offshoot word Edutainer has been used by Craig Sim Webb since before the turn of the millennium to describe an individual who offers edutainment presentations and performances 15 Application editAudio and video edit Schoolhouse Rock Wishbone Sesame Street and Bill Nye the Science Guy are examples of shows that use music and video to teach topics like math science and history Using music to aid memory dates back to the passing of ancient oral traditions including the Iliad and the Odyssey Much of what edutainment can offer through audio and video especially is accessible over the internet on platforms such as YouTube with such channels as Vsauce CGP Grey MinutePhysics Meet Arnold Veritasium andCrash Course Public Service Broadcasting is a band that incorporates audio and footage from the British Film Institute into their music and performances and this partnership helps the British Film Institute showcase its material their album Inform Educate Entertain which covers topics such as the climbing of Mount Everest and highway safety demonstrates the connection between the concept of edutainment and their music 16 Film and television edit Main article Educational television Motion pictures with educational content appeared as early as 1943 such as Private Snafu and can still be seen in films such as An Inconvenient Truth After World War II educational entertainment shifted towards television Television programs can be divided into three main categories those with primarily educational intentions those with a high degree of both education and entertainment and entertainment shows with incidental or occasional educational value Mexican TV producer Miguel Sabido pioneered in the 1970s a form of edutainment via telenovelas soap operas for social change The Sabido method has been adopted in many other countries subsequently including India Peru Kenya and China 17 In Mexico the government in the 1970s successfully used a telenovela to promote family planning to curb the country s high birth rate 18 page needed The third season of the television show MTV Shuga was analyzed by researchers and then published online in 2017 in terms of its effects related to its goal of educating African youth about sexual health and HIV and secondarily gender based violence 19 In the randomized control trials those in the treatment group who watched the show for six months were almost twice as likely to get tested at HIV testing centers mixed results were found in regards to the show s effects on gender based violence 19 Healthcare edit Educating the public about health issues is a focus for many stakeholders including the pharmaceutical industry In recent years several initiatives have used educational entertainment principles to highlight specific conditions or wider healthcare issues Examples include In Memory about dementia 20 Millefeuille about psoriasis 21 and This is Axiom about the challenges facing the UK s National Health Service 22 Games edit Main article Educational game Games fulfill a number of educational purposes Some games may be explicitly designed with education in mind while others may have incidental or secondary educational value All types of games including board card quizzes and video games may be used in an educational environment 23 Educational games are designed to teach people about certain subjects expand concepts reinforce development understand an historical event or culture or assist them in learning a skill as they play citation needed According to Paraskeva 2010 at least 68 of American households play video games Many recent research articles postulate education and gaming can be joined to provide academic benefits 24 page range too broad According to Van Eck 2006 there are three reasons why games are considered learning tools 1 Ongoing research that has included the last 20 years of educational findings have proven that digital games can be educational 2 The new generation of today wants multiple streams of information p 1 which includes quick and frequent interaction that allows inductive reasoning and 3 The mere popularity of games has created a billion dollar industry The idea of playing a game assumes the person is engaging in that activity by choice The activity should have some value of fun This does not mean that the person is engaging in the activity only for leisure pursuits it can also include the desire to learn a skill connect with other gamers social community and spend time in a chosen activity The activity needs to remain one of choice for the gamer 25 page range too broad Kim 2008 supports the use of off the shelf games with meta cognitive strategies to provide an increase in students cognitive performance 26 page range too broad Radio and podcasts edit Radio can serve as an effective vehicle for educational entertainment 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 citation needed Likewise podcasts have begun to exemplify the concept of edutainment with some radio programs also becoming available in this digital format Not only are there are series with educational elements that are listened to recreationally but there are also podcasts used as an educational tool Lessons based on podcasts have increased in popularity with TeachersPayTeachers finding that lesson plans relating to podcasts rose in downloads by 21 percent and 650 percent in 2014 and 2015 respectively which corresponded with the release of Serial 27 Other successful radio programs and or podcasts that have fused entertainment and education include DJ Nihal s BBC Radio 1 radio show which centered around edutainment He mentions this term each time the show is broadcast citation needed The Lawsons Blue Hills a radio program that was designed to help Australian farmers adjust to new farming methods 28 Tinka Tinka Sukh a Hindi language radio program that results in environmental and health improvements in India 29 Soul City A successful South African radio serial drama that carried AIDS prevention messages 30 The Donut Shop A successful internet radio show talk about educational games that they think could be used in today s schools Radio Ado and its radio drama Pildoritas de la Vida Real a Mexican radio soap opera designed to disseminate sexual education among teenagers This radio drama was produced by the University of Guadalajara and teenagers from Morelia Michoacan Mexico Khirki Mehendiwali In an endeavour to improve maternal and child health practices in Bihar a 37 episode long Radio Show Khirki Mehendiwali was created for the rural audience by BBC Media Action India Each approximately 15 minute episode beautifully blends information with entertainment to disseminate one specific message on maternal and child health The show provides a window to the world to its rural listeners by not only giving them a glimpse of the world outside but also unlocking voices feelings dreams and information which they had hitherto not heard or experienced 31 Freakonomics Radio A radio program which is also released as a podcast in which the complexities of everyday life are discussed by the author and co author of the corresponding book Freakonomics 32 Invisibilia The podcast series aspires to explore the invisible forces that shape human behavior things like ideas beliefs assumptions and emotions 33 RadioLab A radio program which is also available as a podcast that combines the studies of science philosophy and human nature 34 Science Friday A radio program that is also released as a podcast which discusses science in a fun way 35 Stuff You Should Know A podcast that educates listeners about various topics while employing a conversational tone 36 TED Radio Hour A radio program and podcast that examines themes and ideas using excerpts from TED Talks 37 Toys edit Main article Educational toy Toys are perhaps the earliest edutainment objects a person encounters as many toys have also an educational aspect beside their aesthetic appeal They can teach children literacy numerical conceptual or motor skills Many toys e g a miniature piano are simply colorful scaled down versions of more complex objects and thus can base children in skills and benefits associated with the latter It is up to grown ups to guide children to the toy s proper use in order to make the most out of it citation needed Toys are often employed in the context of mimicry and roleplay to partially experience personalities or situations not otherwise possible very akin to simulation in video games They can be used as primitive means to nurture an instinct or a character trait in children Often toys work simultaneously the other way providing children with the means to express those things a doll may be used by a girl to mimic her mother or express motherhood as much as to explore it citation needed Even for toys that don t possess explicit educational value a thoughtful parent or teacher can turn a static figurine for example into an object of interest by pointing out its features or costumes or referring to its history or science e g a figurine of a Native American may be a starting point for exploring American history a Santa Claus may be used to explore the roots of Christmas a toy astronaut to explore science which can be done in conjunction with a more explicitly edutaining object such as a picture book Most children are naturally inquisitive possibly why they sometimes break their toys simply to know what is inside or how it moves or what produces that sound and caregivers should not waste this opportunity citation needed Even grown ups can learn through toys about children what are their talents or interests if they are more extrovert or introvert indeed if they dislike toys and prefer social activities or sport and thus capitalize on the children s abilities and correct what is wrong or lacking citation needed Some toys are of considerable appeal and benefit to both children and adults such as Lego or Rubik s Cube as their design and implementation can range from the simple to the sophisticated citation needed Hip hop culture edit The term edutainment was first made popular amongst the hip hop community by KRS One a k a The Teacha thanks to his Boogie Down Productions album by the same name The term has since been borrowed to describe hip hop culture s innate pedagogical aesthetics Examples of this include how Hip Hop uniquely combines both thought and action see Paulo Freire s use of praxis in Pedagogy of the Oppressed and values both Eurocentric values of rational thought and Afrocentric epistemology of kinetic affective and emotional ways of knowing 38 Another example is in the transmission of technical and historical knowledge the manner in which Hip Hop practitioners learn and exchange by sharing moments of performance together through building or building sessions 39 Corporations edit The concept of educational entertainment is being used for building learning programs for organizations High technology is used to make the programs entertaining and educational 40 page range too broad As an example PowerPoint presentations may become more entertaining with the addition of flashy animations or graphics An article in a satirical newspaper The Onion poked fun at the concept of embellishing boring presentations with attention catching effects 41 A fictional marketing executive in the article noted the previous lack of excitement in the presentation saying When we first finished the PowerPoint the content was all there but it still lacked that certain something 41 Theme parks edit Main article Amusement park Educational theme parks nbsp Spaceship Earth an attraction at Epcot Theme parks are a specific kind of setting in which the combination of entertaining and educational elements can be prevalent Epcot at Walt Disney World which is owned by The Walt Disney Company is highly based on edutainment the park features attractions that teach about the past conservation imagination future technologies and the world The park s dedication plaque written by Marty Sklar and Erwin Okun states the following May EPCOT Center entertain inform and inspire And above all may it instill a new sense of belief and pride in man s ability to shape a world that offers hope to people everywhere 42 The offerings and promotions at SeaWorld associated with the educational topics of marine biology conservation and animal rescue efforts are increasing at their current locations and in plans for the upcoming Abu Dhabi theme park which is likely due to activism for animal rights 43 44 Other notable theme parks that incorporate educational elements and topics are Disney s Animal Kingdom Holy Land Experience Dinosaur World Busch Gardens and Puy du Fou citation needed Museums and public access areas edit Edutainment is also a growing paradigm within the science center and children s museum community in the United States as well as in many other locations such as the zoo or a botanical garden Educational locations such as these are constantly looking for new and innovative ways to reach the surrounding public and get them interested in areas such as the fine arts science literature and history Additionally field trip visits to these educational places provide participants with interactional stimulus to learn about the content offered there Since people are used to flashy polished entertainment venues like movie theaters and theme parks they demand similar experiences at science centers or museums Consequently interactive experiences such as games and mobile apps are implemented in museums in order to more effectively help people learn about what they are seeing 45 Museums are also embracing the ability to use storytelling to engage people especially those who are young in hopes to increase attendance all the while though it is possible for the focus and purpose of museums to be diluted 46 Thus a museum or a zoo can be 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 47 page range too broad nbsp An interactive exhibit at the Museum of LondonEffects in the classroom editMain article Entertainment in education Much research has been done in association with edutainment and its effectiveness in its various forms Particularly the effects of the implementation of the concept of edutainment in the classroom setting have been studied on multiple occasions The concept of flipped classrooms in association with edutainment was studied by Retta Guy and Gerald Marquis 2016 in which students were assigned video lessons and podcasts as opposed to projects prior to class it was found that these students outperformed those in traditional classrooms found the actual time in class to prompt more interaction and thought the class to be more enjoyable although there was a noticeable period of adaption 48 page needed In a study conducted by Ruby Lynch Arroyo and Joyce Asing Cashman 2016 Numb3rs which is an example of edutainment in the form of a television show was integrated into the education of preservice mathematics teachers The subsequent results exemplified the potential for edutainment to promote critical thinking increased engagement and growth mindsets 49 page needed Similarly Craig D Cox et al 2017 conducted a study in which a mini series that combined educational and entertaining elements was developed and presented to pharmacy preceptors it was effective in increasing the confidence of the participants and was an honorable mention for the American Association of Colleges of Pharmacy Innovations in Teaching Award in 2015 50 A system that incorporated the concept of edutainment through the use of games has also been studied in association with disabled students by Amal Dandashi et al 2015 and it was found that the system had a positive impact in terms of scores coordination communication and memorization skills after replaying higher scores were often achieved as well 51 As for podcasts and narration specifically according to a study conducted by Trish L Varao Sousa Jonathan S A Carriere and Daniel Smilek 2013 with student participants these forms may not be particularly helpful as their use can result in both less information actually internalized and less engagement overall when compared to other reading encounters 52 Criticism editDebate regarding the value of educational entertainment and its implementation has been had for decades 53 The negative feedback received by Walt Disney for his True Life Adventures series represents the views of some skeptics of the concept of edutainment For example the use of music along with the footage of animals such as the circumstance in which The courtship of tarantulas was set to a tango while the movements of two scorpions were showcased with square dance music in the background was criticized at the time the purpose of the music was to enhance the footage but some people took issue with this humanization Additionally without approval some of the film crew of White Wilderness prompted unnatural behavior in lemmings that would be filmed which then generated a negative response 54 Sesame Street a television show that demonstrates the concept of edutainment has also specifically been subject to criticism For instance in an article published in The Atlantic in May 1971 John Holt criticizes the promotion of Right Answers in the television show without actual action being taken by the children and also argues that it is nonsensical and perplexing to have adults convey to children that everything that is to be discovered is logical and easy to understand 55 The argument that the concept of edutainment hurts the actual value of education has been prevalent as well The book entitled Amusing Ourselves to Death by theorist Neil Postman demonstrates this notion as it is claimed that areas of study have been transformed into congenial adjuncts of show business 56 Museum professionals especially have faced this dilemma as in study conducted by Pierre Balloffet Francois H Courvoisier and Joelle Lagier 2014 museum professionals did not have severe negative opinions of the incorporation of educational entertainment but individuals nevertheless had varying viewpoints on the appropriateness or potential risks of edutainment 57 page needed See also editAfter school special ChuChu TV Educational video game Educational toy Entertainment Education Games and learning Historical reenactment Infotainment Educational software Kami Takalani Sesame Politainment Public service announcement Serious game Social Impact Entertainment Telenovelas Traffic School by ImprovCitations edit Merriam Webster 2012 Online Rapeepisarn et al 2006 In Wong et al 2006 pp 28 32 a b Trna 2007 a b Beato 2015 Online Miller 1957 p 79 As cited in Shale 1982 p 15 a b Shale 1982 pp 67 109 149 Gennawey 2011 p 29 Newell 2013 a b Singhal et al 2003 pp 7 39 CDC 2017 Disney 1954 pp 82 84 Marta Rey Lopez et al A Model for Personalized Learning In Adaptive Hypermedia and Adaptive Web Based Systems Springer Berlin 2006 Elysian World elysianworld com Archived from the original on 17 December 2014 Retrieved 6 November 2014 Poslad Laamanen amp Malaka 2001 pp 28 32 Inspirational speakers Professional Inspirational Speaker Performer Songwriter amp Author edutainer ca Archived from the original on 27 October 2014 Retrieved 6 November 2014 Michaud 2015 Online Rosin 2006 pp 40 45 Laveaga 2007 a b World Bank 2017 Online and Banerjee Ferrara amp Orozco Olvera 2019 Online HEALTHCARE FEATURE FILMS IN MEMORY Bedrock Archived from the original on 7 November 2017 Retrieved 3 November 2017 Millefeuille Millefeuille Celgene Archived from the original on 7 November 2017 Retrieved 3 November 2017 This is Axiom This is Axiom Celgene Archived from the original on 7 November 2017 Retrieved 3 November 2017 Edutainment Meaning What Is Educational Entertainment Quiz Beez 27 February 2022 Paraskeva Mysirlaki amp Papgianni 2010 pp 498 505 Van Eck 2006 pp 1 16 Kim Park amp Baek 2009 pp 800 810 Godsey 2016 Online Australian Women s Weekly 1964 p 5 Tinka Tinka Sukh Little Step Little Step to a Better Life PCI Media Impact 9 April 2014 Archived from the original on 10 May 2015 Retrieved 13 April 2017 Wilson Gretchen SAIIA Soul City A Strategy for Small Screen Education www saiia org za Archived from the original on 8 August 2017 Retrieved 13 April 2017 Khirki Mehendiwali Shaping Demand and Practices BBC Media Action Archived from the original on 2 March 2017 Retrieved 13 April 2017 Freakonomics Radio Archive Freakonomics Archived from the original on 28 March 2017 Retrieved 13 April 2017 About Invisibilia NPR org Archived from the original on 13 April 2017 Retrieved 13 April 2017 Radiolab NPR org Archived from the original on 13 April 2017 Retrieved 13 April 2017 History Science Friday Science Friday Archived from the original on 24 April 2017 Retrieved 13 April 2017 Glaser Mark 11 June 2010 How Josh amp Chuck Made Stuff You Should Know a Hit Podcast MediaShift Archived from the original on 5 March 2017 About TED Radio Hour NPR org Archived from the original on 12 April 2017 Retrieved 13 April 2017 Petchauer 2012 p 72 Petchauer 2012 pp 76 77 Nagy 2006 pp 79 96 a b Wow Factor Added To Corporate Presentation The Onion 17 July 2009 Archived from the original on 6 November 2014 Retrieved 6 November 2014 Sklar 2013 p 162 Hufford 2016 Online Lindsay 2016 Online Gelt 2015 Online Gamerman 2015 Online Stoll 1999 pp 485 499 Guy amp Marquis 2016 Lynch Arroyo amp Asing Cashman 2016 Cox et al 2017 p 12 Dandashi et al 2015 p 165165 Varao Sousa Carriere amp Smilek 2013 p 892 Rozen 2006 Online Walt Disney Museum 2012 Online Holt 1971 Online Postman 1986 As cited in Beato 2015 Online Balloffet Courvoisier amp Lagier 2014 References edit Twenty years with the good folk of Blue Hills The Australian Women s Weekly 24 June 1964 Archived from the original on 12 May 2018 Retrieved 13 April 2017 Balloffet Pierre Courvoisier Francois H Lagier Joelle 2014 From Museum to Amusement Park The Opportunities and Risks of Edutainment International Journal of Arts Management 16 2 Banerjee Abhijit Ferrara Eliana La Orozco Olvera Victor July 2019 The Entertaining Way to Behavioral Change Fighting HIV with MTV Report Nigeria doi 10 3386 w26096 working paper 26096 RCT ID AEARCTR 0000509 Retrieved 10 May 2022 Beato Greg 19 March 2015 Turning to Education for Fun The New York Times ISSN 0362 4331 Archived from the original on 5 January 2017 Retrieved 12 April 2017 Entertainment Education Gateway to Health Communication Centers for Disease Control and Prevention Archived from the original on 20 January 2017 Retrieved 12 April 2017 Cox Craig D Cheon Jongpil Crooks Steven M Lee Jaehoon 2017 Use of Entertainment Elements in an Online Video Mini Series to Train Pharmacy Preceptors American Journal of Pharmaceutical Education 81 1 12 doi 10 5688 ajpe81112 ISSN 0002 9459 PMC 5339579 PMID 28289302 Dandashi Amal Karkar Abdel Ghani Saad Sawsan Barhoumi Zaara Al Jaam Jihad Saddik Abdulmotaleb El 1 January 2015 Enhancing the Cognitive and Learning Skills of Children with Intellectual Disability through Physical Activity and Edutainment Games International Journal of Distributed Sensor Networks 11 6 165165 doi 10 1155 2015 165165 Disney Walt 1 January 1954 Educational Values in Factual Nature Pictures Educational Horizons 33 2 82 84 JSTOR 42922993 Gamerman Ellen 16 October 2015 Arena The Museum of The Future From 3 D headsets to holograms new technologies are revolutionizing exhibits is it entertainment or education The Wall Street Journal Eastern ed New York NY ISSN 0099 9660 Gelt Jessica 25 October 2015 Art Tap and Tour Museums are quietly adapting to the app happy selfie culture Los Angeles Times ISSN 0458 3035 Gennawey Sam 2011 Walt and the Promise of Progress City Ayefour Publishing ISBN 978 0 615 54024 5 Godsey Michael 17 March 2016 Using Serial to Get Students to Read More The Atlantic Archived from the original on 9 February 2017 Retrieved 13 April 2017 Guy Retta Marquis Gerald 2016 The Flipped Classroom A Comparison of Student Performance Using Instructional Videos and Podcasts Versus the Lecture Based Model of Instruction Issues in Informing Science and Information Technology 13 001 013 doi 10 28945 3461 ISSN 1547 5840 Holt John May 1971 Big Bird Meet Dick and Jane The Atlantic Archived from the original on 23 May 2016 Retrieved 17 April 2017 Hufford Austen 27 September 2016 SeaWorld Shifts to Educational Entertainment Adds Virtual Reality Ride Theme park moves further away from controversial orca shows The Wall Street Journal Dow Jones amp Company Kim Bokyeong Park Hyungsung Baek Youngkyun 1 May 2009 Not just fun but serious strategies Using meta cognitive strategies in game based learning Computers amp Education 52 4 800 810 doi 10 1016 j compedu 2008 12 004 ISSN 0360 1315 S2CID 38461054 Retrieved 9 May 2022 Laveaga Gabriela Soto 1 September 2007 Let s become fewer Soap operas contraception and nationalizing the Mexican family in an overpopulated world Sexuality Research amp Social Policy 4 3 19 33 doi 10 1525 srsp 2007 4 3 19 ISSN 1553 6610 S2CID 143406993 Retrieved 10 May 2022 Lindsay Rowena 14 December 2016 SeaWorld writes a new chapter with first killer whale free park The Christian Science Monitor Boston Mass ISSN 0882 7729 Lynch Arroyo Ruby Asing Cashman Joyce 2016 Using Edutainment to Facilitate Mathematical Thinking and Learning An Exploratory Study PDF Journal of Mathematics Education 9 37 52 Archived PDF from the original on 17 August 2017 edutainment Merriam Webster Archived from the original on 13 November 2012 Retrieved 16 October 2012 Michaud Jon 24 February 2015 The Archival Delights of Public Service Broadcasting The New Yorker Archived from the original on 22 April 2017 Retrieved 13 April 2017 Miller Diane Disney 1957 The Story of Walt Disney NY Henry Holt and Co ISBN 978 0 7868 5562 9 Nagy Atilla 2006 The Impact of E Learning E Content Technologies and Perspectives for the European Market Springer Science amp Business Media ISBN 978 3 540 25093 7 Newell Catherine L 2013 The Strange Case of Dr von Braun and Mr Disney Frontierland Tomorrowland and America s Final Frontier The Journal of Religion and Popular Culture 25 3 416 429 doi 10 3138 jrpc 25 3 416 S2CID 190733157 Paraskeva F Mysirlaki S Papgianni A 2010 Multiplayer online games as educational tools Facing new challenges in learning Computers and Education 54 2 498 505 doi 10 1016 j compedu 2009 09 001 Petchauer Emery 2012 Hip Hop Culture in College Students Lives New York Routledge ISBN 978 0 415 88971 1 Postman Neil 1 January 1986 Amusing ourselves to death public discourse in the age of show business Heinemann ISBN 978 0 434 59300 2 OCLC 14271773 Rapeepisarn Kowit Wong Kok Wai Fung Chun Che Depickere Arnold 2006 Similarities and differences between learn through play and edutainment PDF Report Perth Murdoch University pp 28 32 Archived from the original PDF on 17 August 2017 Rosin Hanna 5 June 2006 Life Lessons How Soap Operas Can Change the World The New Yorker pp 40 45 Rozen Joel July 2006 That s Edutainment The Atlantic Archived from the original on 23 March 2016 Retrieved 13 April 2017 Shale Richard 1982 Donald Duck Joins Up The Walt Disney Studio During World War II Ann Arbor Michigan UMI Research Press pp 67 109 149 ISBN 978 0 8357 1310 8 Singhal Arvind Cody Michael J Rogers Everett M Sabido Miguel 2003 Entertainment Education and Social Change History Research and Practice Routledge pp 7 39 ISBN 978 1 135 62456 9 Sklar Marty 2013 Dream It Do It My Half Century Creating Disney s Magic Kingdoms Disney Editions ISBN 978 1 4231 7406 6 Stoll Clifford 1999 High Tech Heretic Doubleday pp 485 499 ISBN 978 0 385 48975 1 Trna Josef September 2007 Nemec J ed Edutainment or Education Education Possibilities of Didactic Games in Science Education PDF ICCP Brno Conference Brno Czech Republic pp 55 64 Archived PDF from the original on 17 August 2017 Retrieved 12 April 2017 Van Eck R 2006 Digital game based learning It s not just the digital natives who are restless PDF Educase Review 41 2 1 16 Archived PDF from the original on 29 December 2016 Varao Sousa Trish L Carriere Jonathan S A Smilek Daniel 1 January 2013 The way we encounter reading material influences how frequently we mind wander Frontiers in Psychology 4 892 doi 10 3389 fpsyg 2013 00892 ISSN 1664 1078 PMC 3842750 PMID 24348444 Wong Kevin K W Fung Lance C C Cole Peter Pisan Yusuf eds 4 6 December 2006 Third Australasian Conference on Interactive Entertainment IE 2006 Perth Murdoch University ISBN 978 0 86905 902 9 OCLC 170367427 Poslad Stefan Laamanen Heimo Malaka Rainer 2001 CRUMPET Creation of User friendly Mobile services PErsonalised for Tourism IEE 3G2001 Conference on Mobile Communication Technologies pp 28 32 Walt and the True Life Adventures The Walt Disney Family Museum 9 February 2012 Archived from the original on 19 April 2017 Retrieved 17 April 2017 MTV Shuga Soap Opera Turns Edutainment into a Tool to Fight HIV and Gender Based Violence World Bank 27 February 2017 Archived from the original on 22 April 2017 Retrieved 20 April 2017 Retrieved from https en wikipedia org w index php title Educational entertainment amp oldid 1219938825, wikipedia, wiki, book, books, library,

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