Difference between revisions of "Edutainment" - New World Encyclopedia

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'''Edutainment''' (also '''educational entertainment''' or '''entertainment-education''') is a form of [[entertainment]] designed to [[Education|educate]] as well as to amuse. Edutainment typically seeks to instruct or facilitate social interaction in its audience by embedding lessons in some familiar form of entertainment: [[Television program]]s, [[Video game|computer and video games]], [[film]]s, [[music]], [[website]]s, [[multimedia]] [[software]], and so on. 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 or math or reading skills.
  
{{for|the Boogie Down Productions album|Edutainment (album)}}
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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. Various groups in the [[United States]], the [[United Kingdom]], and other countries in [[Africa]] and others, have used edutainment to address such health and social issues as [[substance abuse]], [[immunization]], [[teenage pregnancy]], [[HIV]]/[[AIDS]], and [[cancer]].
 
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{{toc}}
'''Edutainment''' (also '''educational entertainment''' or '''entertainment-education''') is a form of [[entertainment]] designed to [[Education|educate]] as well as to amuse. Edutainment typically seeks to instruct or [[Socialization|socialize]] its audience by embedding lessons in some familiar form of entertainment: [[television program]]s, [[Video game|computer and video games]], [[film]]s, [[music]], [[website]]s, [[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.
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[[Play]], or playfulness, is an important factor in education. As [[Johan Huizinga]] (1872-1945) points out, [[play (activity)|play]] and joy are essential to all human activities. In the field of [[positive psychology]], theorists such as [[Mihály Csíkszentmihályi]] argued in his [[Flow (psychology)|Flow Theory]] that human beings can best perform when they are totally immersed in joyful activities. Although edutainment was often used for computer game type activities, the concept also applies to broader fields.
 
 
Educational play facilities as well as hands-on childrens' 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]http://www.playwisekids.com in Columbia, MD; [[Strong National Museum of Play]] in Rochester, NY; and the [Please Touch Museum] [http://www.pleasetouchmuseum.org]in Philadelphia, PA. These facilities are also popular field trip destinations for pre-school and elementary school teachers.
 
 
 
TonyGDj (http://www.tonygdj.com) of Tucson, Arizona has a DJ John Hurbon who has combined music appreciation, entertainment and education as well as hands-on electric drum playing, electric keyboards and Karaoke lyric reading and singing. Edutainment Programs are being tested in 2008 throughout charter schools such as Visions Unlimited Academy in Benson, Arizona (http://www.visionsunlimitedacademy.com). Richard Valentine has witnessed the process of Edutainment, as have teachers and students.
 
 
 
Most often, edutainment seeks either to tutor in one or more specific subjects, or to change behaviour by engendering specific sociocultural attitudes. This is also used for behavior students in certain schools in the UK.
 
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.  
 
 
 
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]].
 
  
 
==Etymology==
 
==Etymology==
The [[noun]] ''edutainment'' is a [[Neologism|neologistic]] [[portmanteau]] first 'invented' by Dr. Chris Daniels in 1975 to encapsulate the theme of his Millennium Project, which later became known as The Elysian World Project{{Fact|date=July 2008}}, where the core philosophy is 'Education through Entertainment. Later this was adopted by others and in particular made popular by Bob Heyman while producing [[Documentary film|documentaries]] for the [[National Geographic Society]].{{Fact|date=February 2007}}
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The [[noun]] ''edutainment'' is a [[Neologism|neologistic]] [[portmanteau]] first "invented" by Dr. [[Chris Daniels]] in 1975, to encapsulate the theme of his [[Millennium Project]], which later became known as The [[Elysian World Project]], which espoused the core philosophy, "Education through Entertainment." Later, this was adopted by others and in particular made popular by Bob Heyman while producing [[Documentary film|documentaries]] for the [[National Geographic Society]]. Edutainment is also used to refer to the use of small chunks of [[e-Learning]] used to deliver key messages in an entertaining manner. This can be used to treat such issues as ethics, diversity and compliance.
  
Edutainment is also used to refer to the use of small chunks of [[e-Learning]] used to deliver key messages in an entertaining manner. This can be used to treat such issues as ethics, diversity and compliance.
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According to other sources, [[Peter Catalanotto]] first coined this phrase in the late 1990s, as he traveled around the country '''edutaining''' schoolchildren about writing and illustrating.
  
According to other sources, Peter Catalanotto first coined this phrase in the late 1990s as he travelled around the country '''edutaining''' schoolchildren about writing and illustrating.
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Prior to this period, "Edutainment" was the title of hip-hop group [[Boogie Down Productions]]' fourth album which was released in 1990, which predates Catalanotto's popularization of the word. It is also the name of a popular radio show in Knoxville TN, ''The Edutainment Hip Hop Show.''
  
Prior to this period, "Edutainment" was the title of hip-hop group [[Boogie Down Productions]]' fourth album which was released in 1990, which predates Catalanotto's popularization of the word. It is also the name of a popular radio show in Knoxville TN, "The Edutainment Hip Hop Show"
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In 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.
  
In 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.
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Press release marketing for the [[Electronic Arts]] computer game ''[[The Seven Cities of Gold (video game)|Seven Cities of Gold]],'' released 1984, also used the term ''edutainment''.
  
Press release marketing for the [[Electronic Arts]] computer game [[The_Seven_Cities_of_Gold_(video_game)|Seven Cities of Gold]], released 1984, also used the term ''edutainment''.
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==Education and the joy of learning==
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===Development of creativity===
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The term edutainment is relatively new, which became popular along with the developments of entertainment industries and programs in the late twentieth century, including [[amusement park]]s, [[television]] shows, and [[computer game]]s.
  
Edutaining has also been utilized by an 8-step method of teaching by Professor Bird at Devry University of South Florida. His 8 step method can be found in an article written by him at http://professormbird.com/page5.html. These eight steps include:
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In recent years, [[philosophy of education|educational philosophy]] has made a shift from traditional teacher-centered instruction to a more interactive, engaging, experiential method, particularly in the [[U.S.]] [[John Dewey]] and other theorists who incorporate cognitive psychology into their theories of education pointed out the importance of initiative and excitement on the part of the child in learning and emphasized learning as a life long activity fundamental to human existence. Dewey in particular also noted the importance of problem solving skills and the need to develop [[creativity]]; he perceives that education should not be a boring or painful process. Due to Dewey's influence, education in the U.S. began to use experiential, engaging methods.  
  
Edutaining Step 1:  Show videos that add value while entertaining. Incorporating medium such as videos or DVDs will enhance the learning experience, provided that they are not boring. There are some videos that provide valuable learning experience while entertaining. For example, The Billion Dollar Bubble released in 1976 provides an entertaining account of the Equity Funding fraud case with its chairman, Stanley Goldblum, in the early 1970s. The video reflects a large corporate fraud as it presents the true story of the $2 billion insurance fraud scandal of the Equity Funding Corporation of America. The methods utilized in this bogus insurance scheme, the reasons behind the fraud, and the callous attitude among the management are highlighted in this video. The film runtime is sixty minutes and stars Sam Wanamaker and James Woods. The runtime is perfect for a four-hour class and will generate much class discussion.
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Among contemporary education theorists, Nel Noddings, in her ''Happiness and Education,'' has been critical of the current education system and argues that education should be directed toward the fundamental goal or purpose of human life, happiness.
  
There are several videos or DVDs that are available with similar attributes. Adding this type of medium should not replace the lecture environment, but help enhance the overall learning experience. The key is to consider the film length, how it is presented, and timing.
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===[[Joy]] and human [[existence]]===
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Many theorists argue that joy and play are fundamental to human existence.
  
Edutaining Step 2: Involve students in skits. The instructor can set up a scenario that corresponds with the lecture and select students to participate. Once the students understand the scenario, the instructor lets the students execute the scenario. Then, the class is encouraged to analyze the skit as portrayed by the participating students. The discussion should be tied to the lesson provided by the lecture.
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Johan Huizinga (1872-1945), a cultural historian known for ''The Autumn of the Middle Ages,'' defined human being as "homo ludens" (man the player or a being who plays) in contrast to such concepts as "homo sapience" (man the knower) or "home faber" (man the maker). In his ''Homo ludens; a Study of the Play-Element in Culture,'' Huzinga argued that play is fundamental to all cultural activities including religious activities, [[sport]]s, [[art]]s, and even [[war]]s. He conceived all cultural activities as an extension or forms of [[play]].
  
Edutaining Step 3: Conduct an impromptu satire. The instructor should consider performing an impromptu satire to provide an element of surprise. An example would include the performance of an impromptu satire prior to a chapter discussing Operations Management in an Introduction to Business class. In this illustration, the instructor takes a garbage can and walks throughout the classroom collecting items to place in the garbage can. By repeating the steps in collecting the items, the instructor clearly demonstrates inefficiency. This then leads to analysis and discussion of what inefficiency is and how it can be avoided. Once this discussion has been completed, the instructor can easily flow into the chapter subject matter to be covered in class. -The element of surprise from these types of satire enhances the learning experience.
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In the area of psychology, [[Mihály Csíkszentmihályi]] presented a theory of [[flow (psychology)|"Flow"]] and pointed out the positive role of play in learning. Flow is the mental state of operation in which the person is fully immersed in what he or she is doing by a feeling of energized focus, full involvement, and success in the process of the activity.
  
Edutaining Step 4: Add demonstrations with scenarios. The instructor should consider adding demonstrations of related subject matter that include job-related scenarios, case study analysis, or any other type of demonstration. For example, a Marketing class could include a demonstration of a soda taste test and a Management class could include a case study analysis of a real-life business situation that could lead to class discussion.
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Roger Caillois also argued, in his ''Man, Play, and Games,'' the centrality of play in human existence.
  
Edutaining Step 5: Add some jazz to the Power Point slides. If the instructor isn’t careful, Power Point slides can become boring. It is important to add some flavor to otherwise boring slides by adding pictures, sound effects, movie clips, and surprise slides. Including pictures with cartoon figures and animals that relate to the subject matter make it more interesting; students will be more inclined to pay attention to the lecture. As the instructor defines money and money supply, for example, the instructor should consider a funny picture of an animal with a wallet in order to keep the interest of the students. Adding short movie clips and sound effects that relate to the subject matter will also keep students interested in the slide presentation. Having surprise slides such as unexpected music, picture, and/or sound will keep students awake and interested in the presentation of the subject material. A database instructor may feel that database design is interesting, but the students may not have the same passion.
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==Educational theories==
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Entertainment-Education uses a blend of core communication theories and fundamental entertainment pedagogy to guide the preparation of the programming. Additionally the [[Centers for Disease Control and Prevention|CDC]] has a tip sheet available on its website that provides additional guidance for writers and producers: [http://www.cdc.gov/communication/entertainment_resources.htm Centers for Disease Control and Prevention.]
 +
 +
The major [[communication]] theories that influence Entertainment-Education include:
 +
<ul>
 +
<li>[[Persuasion Theory]] ([[Aristotle]], [[Petty]], [[Cacioppo]]):  Psychological characteristics effect the response of a person to messages. Also indicates the message and source factors that influence a person's response such as the credibility, attractiveness, and expertise of the source.
 +
<li>[[Theory of Reasoned Action]] ([[Ajzen]], [[Fishbein]]): Social influences effect behavior, including beliefs and perceived [[social norm]]s.
 +
<li>[[observational learning|Social Learning Theory]] ([[Bandura]]): People learn by observing others and the consequences of their behavior. If the person so chooses, they then emulate the behavior by rehearsing the action, taking action, comparing their experiences to the experiences of others, and then adopting the new behavior.
 +
<li>[[Diffusion]] Theory ([[Rogers]]): Behavior spreads through a community or group over a period of time. Television may plant the idea, but [[social network]]s reinforce it and cause it to grow.
 +
</ul>
  
Edutaining Step 6: Make the lecture more interesting by adding flair. This can be accomplished by including voice changes, comedy, and facial expressions. Changing voice pitch occasionally during the lecture will help emphasize key points and prevent a “monotone syndrome.“ When students constantly hear the same pitch in a professor’s voice, it becomes hypnotic and makes it hard for the students to stay focused. Changes in pitch keep the students interested. Impromptu and planned comedy within the lecture will also hold the students’ interest. It is important to keep comedy short and related to the subject matter or relevant to the situation. Short comedy routines or even one-liners are best. To add even more interest, adding simple facial expressions can help.
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[[Pedagogy]] involved with Entertainment-Education include:
 +
<ul>
 +
<li>Relevance: Learning is more likely when people can see the usefulness of the knowledge they are given.
 +
<li>Incremental Learning: Learning is most effective when people can learn at their own pace.
 +
<li>Distributed Learning ([[Fossard]]): Different people learn in different ways over different periods of time. It is important to present information differently so that people can absorb it.
 +
</ul>
  
Edutaining Step 7: Make the lecture more interesting by adding work-related examples. Using previous work or life experiences that are relevant to the lecture can add value and help the students understand the lesson being taught. The instructor can solicit experiences from the class that relate to the lesson. This will help ensure that the students feel engaged in the learning process.
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==Experiential education as a form of edutainment==
 +
Educational play facilities as well as hands-on children's museums are considered to be "edutainment" where children actively play in engaging environments while learning. Some examples of edutainment facilities are: [http://www.playwisekids.com PlayWiseKids] in Columbia, MD; [http://www.talentscenter.com Talents Center] in Saudi Arabia; [[Strong National Museum of Play]] in Rochester, NY; and the [http://www.pleasetouchmuseum.org Please Touch Museum] in Philadelphia, PA. These facilities are also popular field trip destinations for pre-school and elementary school teachers.
  
Edutaining Step 8: Make the lecture more interesting by engaging all students. Inviting the students to talk and discuss the topics being taught will help ensure students’ interest. The instructor should call on the students by name and have them present answers to questions asked. If a student gives an incorrect answer, it is important to not put a student down. The instructor should give encouragement and move onto a better answer. Engaging students and providing encouragement will help keep students interested and involved during the lecture.
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[[Outdoor education]] or adventure education can be considered as a form of edutainment. Students are directly exposed to nature and can learn important skills, such as teamwork. Some businesses also use outdoor activities such as rock climbing as a part of employee education.
  
 
==Entertainment-education for social development==
 
==Entertainment-education for social development==
The field of Entertainment-Education (EE), combines communication and education theory with communicative arts to deliver primarily social development messages. Although Entertainment-Education has existed for millennia in the form of parables and fables, perhaps the most influential modern-day practitioner and theorist in the field is [[Miguel Sabido]]. In the 1970s, Sabido began producing [[telenovela]]s (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, the principles are being used extensively in the health communication field to educate people around the world about important health issues. Initiatives in major universities, such as [[Johns Hopkins University]] and in [[NGOs]] such as [[PCI-Media Impact]] and government agencies such as the [[Center for Disease Control]] ([[Centers for Disease Control and Prevention|CDC]]), are impacting the United States and the world.
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The field of [[Entertainment]]-[[Education]] (EE), combines [[communication]] and [[education theory]] with communicative arts to deliver primarily social development messages. Although Entertainment-Education has existed for millennia in the form of [[parable]]s and [[fable]]s, perhaps the most influential modern-day practitioner and theorist in the field is [[Miguel Sabido]]. In the 1970s, Sabido began producing [[telenovela]]s (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, the principles are being used extensively in the [[health]] communication field to educate people around the world about important health issues. Initiatives in major universities, such as [[Johns Hopkins University]] and in [[NGOs]] such as [[PCI-Media Impact]] and government agencies such as the [[Center for Disease Control]] ([[Centers for Disease Control and Prevention|CDC]]), are influencing the [[United States]] and the world.
  
Successful radio programs that have incorporated Entertainment-Education principles include:
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Successful [[radio]] programs that have incorporated Entertainment-Education principles include:
  
 
<ul>
 
<ul>
<li>"[[The Lawsons]]/[[Blue Hills]]" - a radio program that was designed to help Australian farmers adjust to new farming methods.
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<li>''[[The Lawsons]]/[[Blue Hills]]''—a radio program that was designed to help [[Australia]]n [[farmer]]s adjust to new farming methods.
  
<li>"[[Tinka Tinka Sukh]]" - a Hindi-language radio program that results in environmental and health improvements in India.
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<li>''[[Tinka Tinka Sukh]]''—a Hindi-language radio program that results in environmental and health improvements in [[India]].
  
<li>Soul City[http://www.soulcity.org.za/] - An extremely successful, South African radio serial drama that carried AIDS prevention messages
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<li>''[http://www.soulcity.org.za/ Soul City]''—An extremely successful, [[South Africa]]n radio serial drama that carried AIDS prevention messages
 
</ul>
 
</ul>
  
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<ul>
 
<ul>
<li>[[Numb3rs]] - for a storyline about the shortage of organ donations.
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<li>''[[Numb3rs]]''—for a storyline about the shortage of organ donations.
<li>[[Grey's Anatomy]] - for storylines about organ transplantation and cancer.
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<li>''[[Grey's Anatomy]]''—for storylines about organ transplantation and cancer.
<li>[[As the World Turns]] - for a breast cancer storyline that involved a major character.
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<li>''[[As the World Turns]]''—for a breast cancer storyline that involved a major character.
<li>[[The George Lopez Show]] - for a storyline about a kidney transplant.
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<li>''[[The George Lopez Show]]''—for a storyline about a kidney transplant.
<li>[[Don Pedro's Diabetes]] - a telenovela about a major character's struggle with diet, exercise, and medication to control diabetes.
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<li>''[[Don Pedro's Diabetes]]''—a telenovela about a major character's struggle with diet, exercise, and medication to control diabetes.
</ul>
 
 
 
==Educational theories==
 
Entertainment-Education uses a blend of core communication theories and fundamental entertainment pedagogy to guide the preparation of the programming. Additionally the [[Centers for Disease Control and Prevention|CDC]] has a tip sheet available on its website that provides additional guidance for writers and producers:  [http://www.cdc.gov/communication/entertainment_resources.htm].
 
 
The major [[communication]] theories that influence Entertainment-Education include:
 
<ul>
 
<li>[[Persuasion Theory]]: ([[Aristotle]], [[Petty]], [[Cacioppo]])  Psychological characteristics effect the response of a person to messages.{{Fact|date=February 2007}}  Also indicates the message and source factors that influence a person's response such as the credibility, attractiveness, and expertise of the source.
 
<li>[[Theory of Reasoned Action]]: ([[Ajzen]], [[Fishbein]]) Social influences effect behavior, including beliefs and perceived [[social norm]]s.{{Fact|date=February 2007}}
 
<li>[[observational learning|Social Learning Theory]]: ([[Bandura]]) People learn by observing others and the consequences of their behavior. If the person so chooses, they then emulate the behavior by rehearsing the action, taking action, comparing their experiences to the experiences of others, and then adopting the new behavior.{{Fact|date=February 2007}}
 
<li>[[Diffusion]] Theory: ([[Rogers]]) Behavior spreads through a community or group over a period of time. Television may plant the idea, but [[social network]]s reinforce it and cause it to grow. {{Fact|date=February 2007}}
 
</ul>
 
 
 
[[Pedagogy]] involved with Entertainment-Education include:
 
<ul>
 
<li>Relevance: Learning is more likely when people can see the usefulness of the knowledge they are given.
 
<li>Incremental Learning: Learning is most effective when people can learn at their own pace.
 
<li>Distributed Learning: ([[Fossard]]) Different people learn in different ways over different periods of time. It is important to present information differently so that people can absorb it.{{Fact|date=February 2007}}
 
 
</ul>
 
</ul>
  
 
==Edutainment in film, television programming==
 
==Edutainment in film, television programming==
Motion pictures with educational contents appeared as early as 1943, such as [[Private Snafu]].
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Motion pictures with educational contents appeared as early as 1943.
  
After [[World War II]], edutainment shifted towards television, primary as [[children's television series]], such as ''[[Sesame Street]]'', ''[[Dora the Explorer]]'', and ''[[Teletubbies]]''.
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After [[World War II]], edutainment shifted towards television, primary as [[children's television series]], such as ''[[Sesame Street]],'' ''[[Dora the Explorer]],'' and ''[[Teletubbies]]''.
  
For older viewers, individual [[situation comedy]] [[episode]]s also occasionally serve as edutainment vehicles, sometimes described in [[United States]] [[television commercial]] parlance as [[very special episode]]s. One episode of the American sitcom ''[[Happy Days]]'' was reported to have prompted a 600% increase in the U.S. demand for library cards. Meanwhile, the [[England|British]] [[radio]] [[soap opera]] ''[[The Archers]]'' has for decades been systematically educating its audience on agricultural matters; likewise, the [[Tanzania]]n radio soap opera ''Twende na Wakati'' ("Let's Go With the Times") was written primarily to promote [[family planning]].
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For older viewers, individual [[situation comedy]] [[episode]]s also occasionally serve as edutainment vehicles, sometimes described in [[United States]] [[television commercial]] parlance as "[[very special episode]]s." One episode of the American sitcom ''[[Happy Days]]'' was reported to have prompted a 600 percent increase in the U.S. demand for library cards. Meanwhile, the [[England|British]] [[radio]] [[soap opera]] ''[[The Archers]]'' has for decades been systematically educating its audience on agricultural matters; likewise, the [[Tanzania]]n radio soap opera ''Twende na Wakati'' ''(Let's Go With the Times)'' was written primarily to promote [[family planning]].
  
 
==Criticism of edutainment==
 
==Criticism of edutainment==
Edutainment 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 Americans are so 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.<ref>{{cite book
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Edutainment 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 Americans are so 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.<ref>Clifford Stoll, ''High Tech Heretic'' (Doubleday, 1999, ISBN 0-285-48975-7). </ref>
  | last = Stoll
+
 
  | first = Clifford
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The issue seems to lie at the distinction between the joy of learning and mere fun without any pedagogical objectives and well thought methodological considerations.
  | authorlink =
 
  | coauthors =
 
  | title = High Tech Heretic
 
  | publisher = Doubleday
 
  | date = 1999
 
  | location =
 
  | pages =
 
  | url =
 
  | doi =
 
  | id = 
 
  | isbn = 0-285-48975-7}} </ref>
 
  
 
==See also==
 
==See also==
 +
*[[Drama#Tool for education|Drama as a tool for education]]
 +
*[[Play (activity)]]
 +
*[[Education]]
 +
*[[Philosophy of education]]
  
*[[Educational game]]
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==Notes==
*[[Educational toy]]
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<references/>
*[[Infotainment]]
 
*[[Public service announcement]]
 
*[[Kami (Takalani Sesame)]]
 
  
==Notes==
 
{{reflist}}
 
 
==References==
 
==References==
 +
*Boswood, Tim. ''New Ways of Using Computers in Language Teaching.'' New ways in TESOL series II. Alexandria, VA: Teachers of English to Speakers of Other Languages, 1997. ISBN 978-0939791699
 +
*Caillois, R. ''Man, Play, and Games.'' Urbana and Chicago: University of Illinois Press (originally published in 1958; translated from the French by Meyer Barash), 2001. ISBN 025207033X
 +
*Csíkszentmihályi, Mihály. ''Creativity: Flow and the Psychology of Discovery and Invention''. New York: Harper Perennial, 1996. ISBN 0060928204
 +
*Csíkszentmihályi, Mihály. ''Finding Flow: The Psychology of Engagement With Everyday Life''. Basic Books, 1998. ISBN 0465024114
 +
*Csíkszentmihályi, Mihály. ''Good Business: Leadership, Flow, and the Making of Meaning''. New York: Penguin Books, 2003. ISBN 014200409X
 +
*Edutainment 2006, and Zhigeng Pan. ''Technologies for E-Learning and Digital Entertainment: First International Conference, Edutainment 2006, Hangzhou, China, April 16-19, 2006: Proceedings. Lecture Notes in Computer Science, 3942.'' Berlin: Springer, 2006.
 +
*Edutainment 2007, and Kin-chuen Hui. ''Technologies for E-Learning and Digital Entertainment: Second International Conference, Edutainment 2007, Hong Kong, China, June 11-13, 2007: Proceedings. Lecture Notes in Computer Science, 4469.'' Berlin: Springer, 2007.
 +
*Huizinga, Johan. ''Homo Ludens; a Study of the Play-Element in Culture.'' Boston: Beacon Press, 1955. ISBN 978-0807046814
 +
*Lin, Carolyn A., and David J. Atkin. ''Communication Technology and Social Change: Theory and Implications.'' LEA's communication series. Mahwah, N.J.: Lawrence Erlbaum Associates, 2007. ISBN 978-0805856149
 +
*Noddings, Nel. ''Happiness and Education.'' Cambridge, UK: Cambridge University Press, 2003. ISBN 978-0521807630
 +
*Prensky, Marc. ''"Don't Bother Me Mom, I'm Learning!": How Computer and Video Games Are Preparing Your Kids for Twenty-First Century Success and How You Can Help!'' St. Paul, MN: Paragon House, 2006. ISBN 978-1557788580
 +
*Stoll, Clifford. ''High-Tech Heretic: Why Computers Don't Belong in the Classroom and Other Reflections by a Computer Contrarian''. New York: Doubleday, 1999. ISBN 978-0385489751
 +
 +
==External links==
 +
All links retrieved February 12, 2024.
  
 +
*Simon Egenfeldt-Nielsen . [http://game-research.com/index.php/articles/mapping-online-gaming-genres-characteristics-and-revenue-models/ Mapping Online Gaming: Genres, Characteristics and Revenue Models], Game Research: the art, business, and science of video games.
 +
*Arnot, Chris. [http://www.guardian.co.uk/education/2007/jun/19/highereducation.research Education, education, entertainment: Computer games are being developed into specialised and highly sophisticated learning tools.]  ''The Guardian'', Tuesday June 19 2007.
 +
*[http://pbskids.org/cyberchase/  PBS Kids: Cyberchase].
 +
*[http://www.smithsonianeducation.org/ Smithsonian Education]
  
==External links==
 
*[http://www.thegoodfoodfight.com The Good Food Fight uses flinging food to teach people about eating better]
 
*[http://www.EducatedEarth.net EducatedEarth.net specializes in Edutainment]
 
*[http://www.poplockandlearn.com Pop, Lock and Learn uses Hip Hop to teach primary school subjects]
 
*[http://www.flipflopgames.com Edutainment software for children learning to read that is special needs friendly]
 
*[http://www.getdocued.net Documentaryfilms: the edutainment of the 21. century]
 
  
[[Category:Education]]
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[[Category:education]]
[[Category:Pedagogy]]
 
[[Category:Entertainment]]
 
  
{{credits|Edutainment|230123756}}
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{{credits|Edutainment|241276854|Flow_(psychology)|244996535|Word_Rescue|240432777|Kanagram|231374272|}}

Latest revision as of 18:18, 12 February 2024

Edutainment (also educational entertainment or entertainment-education) is a form of entertainment designed to educate as well as to amuse. Edutainment typically seeks to instruct or facilitate social interaction in its audience by embedding lessons in some familiar form of entertainment: Television programs, computer and video games, films, music, websites, multimedia software, and so on. 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 or math or reading 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. Various groups in the United States, the United Kingdom, and other countries in Africa and others, have used edutainment to address such health and social issues as substance abuse, immunization, teenage pregnancy, HIV/AIDS, and cancer.

Play, or playfulness, is an important factor in education. As Johan Huizinga (1872-1945) points out, play and joy are essential to all human activities. In the field of positive psychology, theorists such as Mihály Csíkszentmihályi argued in his Flow Theory that human beings can best perform when they are totally immersed in joyful activities. Although edutainment was often used for computer game type activities, the concept also applies to broader fields.

Etymology

The noun edutainment is a neologistic portmanteau first "invented" by Dr. Chris Daniels in 1975, to encapsulate the theme of his Millennium Project, which later became known as The Elysian World Project, which espoused the core philosophy, "Education through Entertainment." Later, this was adopted by others and in particular made popular by Bob Heyman while producing documentaries for the National Geographic Society. Edutainment is also used to refer to the use of small chunks of e-Learning used to deliver key messages in an entertaining manner. This can be used to treat such issues as ethics, diversity and compliance.

According to other sources, Peter Catalanotto first coined this phrase in the late 1990s, as he traveled around the country edutaining schoolchildren about writing and illustrating.

Prior to this period, "Edutainment" was the title of hip-hop group Boogie Down Productions' fourth album which was released in 1990, which predates Catalanotto's popularization of the word. It is also the name of a popular radio show in Knoxville TN, The Edutainment Hip Hop Show.

In 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.

Press release marketing for the Electronic Arts computer game Seven Cities of Gold, released 1984, also used the term edutainment.

Education and the joy of learning

Development of creativity

The term edutainment is relatively new, which became popular along with the developments of entertainment industries and programs in the late twentieth century, including amusement parks, television shows, and computer games.

In recent years, educational philosophy has made a shift from traditional teacher-centered instruction to a more interactive, engaging, experiential method, particularly in the U.S. John Dewey and other theorists who incorporate cognitive psychology into their theories of education pointed out the importance of initiative and excitement on the part of the child in learning and emphasized learning as a life long activity fundamental to human existence. Dewey in particular also noted the importance of problem solving skills and the need to develop creativity; he perceives that education should not be a boring or painful process. Due to Dewey's influence, education in the U.S. began to use experiential, engaging methods.

Among contemporary education theorists, Nel Noddings, in her Happiness and Education, has been critical of the current education system and argues that education should be directed toward the fundamental goal or purpose of human life, happiness.

Joy and human existence

Many theorists argue that joy and play are fundamental to human existence.

Johan Huizinga (1872-1945), a cultural historian known for The Autumn of the Middle Ages, defined human being as "homo ludens" (man the player or a being who plays) in contrast to such concepts as "homo sapience" (man the knower) or "home faber" (man the maker). In his Homo ludens; a Study of the Play-Element in Culture, Huzinga argued that play is fundamental to all cultural activities including religious activities, sports, arts, and even wars. He conceived all cultural activities as an extension or forms of play.

In the area of psychology, Mihály Csíkszentmihályi presented a theory of "Flow" and pointed out the positive role of play in learning. Flow is the mental state of operation in which the person is fully immersed in what he or she is doing by a feeling of energized focus, full involvement, and success in the process of the activity.

Roger Caillois also argued, in his Man, Play, and Games, the centrality of play in human existence.

Educational theories

Entertainment-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: Centers for Disease Control and Prevention.

The major communication theories that influence Entertainment-Education include:

  • Persuasion Theory (Aristotle, Petty, Cacioppo): Psychological characteristics effect the response of a person to messages. Also indicates the message and source factors that influence a person's response such as the credibility, attractiveness, and expertise of the source.
  • Theory of Reasoned Action (Ajzen, Fishbein): Social influences effect behavior, including beliefs and perceived social norms.
  • Social Learning Theory (Bandura): People learn by observing others and the consequences of their behavior. If the person so chooses, they then emulate the behavior by rehearsing the action, taking action, comparing their experiences to the experiences of others, and then adopting the new behavior.
  • Diffusion Theory (Rogers): Behavior spreads through a community or group over a period of time. Television may plant the idea, but social networks reinforce it and cause it to grow.

Pedagogy involved with Entertainment-Education include:

  • Relevance: Learning is more likely when people can see the usefulness of the knowledge they are given.
  • Incremental Learning: Learning is most effective when people can learn at their own pace.
  • Distributed Learning (Fossard): Different people learn in different ways over different periods of time. It is important to present information differently so that people can absorb it.

Experiential education as a form of edutainment

Educational play facilities as well as hands-on children's museums are considered to be "edutainment" where children actively play in engaging environments while learning. Some examples of edutainment facilities are: PlayWiseKids in Columbia, MD; Talents Center in Saudi Arabia; Strong National Museum of Play in Rochester, NY; and the Please Touch Museum in Philadelphia, PA. These facilities are also popular field trip destinations for pre-school and elementary school teachers.

Outdoor education or adventure education can be considered as a form of edutainment. Students are directly exposed to nature and can learn important skills, such as teamwork. Some businesses also use outdoor activities such as rock climbing as a part of employee education.

Entertainment-education for social development

The field of Entertainment-Education (EE), combines communication and education theory with communicative arts to deliver primarily social development messages. Although Entertainment-Education has existed for millennia in the form of parables and fables, perhaps 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, the principles are being used extensively in the health communication field to educate people around the world about important health issues. Initiatives in major universities, such as Johns Hopkins University and in NGOs such as PCI-Media Impact and government agencies such as the Center for Disease Control (CDC), are influencing the United States and the world.

Successful radio programs that have incorporated Entertainment-Education principles include:

  • The Lawsons/Blue Hills—a radio program that was designed to help Australian farmers adjust to new farming methods.
  • Tinka Tinka Sukh—a Hindi-language radio program that results in environmental and health improvements in India.
  • Soul City—An extremely successful, South African radio serial drama that carried AIDS prevention messages

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:

  • Numb3rs—for a storyline about the shortage of organ donations.
  • Grey's Anatomy—for storylines about organ transplantation and cancer.
  • As the World Turns—for a breast cancer storyline that involved a major character.
  • The George Lopez Show—for a storyline about a kidney transplant.
  • Don Pedro's Diabetes—a telenovela about a major character's struggle with diet, exercise, and medication to control diabetes.

Edutainment in film, television programming

Motion pictures with educational contents appeared as early as 1943.

After World War II, edutainment shifted towards television, primary as 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, sometimes described in United States television commercial parlance as "very special episodes." One episode of the American sitcom Happy Days was reported to have prompted a 600 percent increase in the U.S. demand for library cards. Meanwhile, 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.

Criticism of edutainment

Edutainment 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 Americans are so 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.[1]

The issue seems to lie at the distinction between the joy of learning and mere fun without any pedagogical objectives and well thought methodological considerations.

See also

Notes

  1. Clifford Stoll, High Tech Heretic (Doubleday, 1999, ISBN 0-285-48975-7).

References
ISBN links support NWE through referral fees

  • Boswood, Tim. New Ways of Using Computers in Language Teaching. New ways in TESOL series II. Alexandria, VA: Teachers of English to Speakers of Other Languages, 1997. ISBN 978-0939791699
  • Caillois, R. Man, Play, and Games. Urbana and Chicago: University of Illinois Press (originally published in 1958; translated from the French by Meyer Barash), 2001. ISBN 025207033X
  • Csíkszentmihályi, Mihály. Creativity: Flow and the Psychology of Discovery and Invention. New York: Harper Perennial, 1996. ISBN 0060928204
  • Csíkszentmihályi, Mihály. Finding Flow: The Psychology of Engagement With Everyday Life. Basic Books, 1998. ISBN 0465024114
  • Csíkszentmihályi, Mihály. Good Business: Leadership, Flow, and the Making of Meaning. New York: Penguin Books, 2003. ISBN 014200409X
  • Edutainment 2006, and Zhigeng Pan. Technologies for E-Learning and Digital Entertainment: First International Conference, Edutainment 2006, Hangzhou, China, April 16-19, 2006: Proceedings. Lecture Notes in Computer Science, 3942. Berlin: Springer, 2006.
  • Edutainment 2007, and Kin-chuen Hui. Technologies for E-Learning and Digital Entertainment: Second International Conference, Edutainment 2007, Hong Kong, China, June 11-13, 2007: Proceedings. Lecture Notes in Computer Science, 4469. Berlin: Springer, 2007.
  • Huizinga, Johan. Homo Ludens; a Study of the Play-Element in Culture. Boston: Beacon Press, 1955. ISBN 978-0807046814
  • Lin, Carolyn A., and David J. Atkin. Communication Technology and Social Change: Theory and Implications. LEA's communication series. Mahwah, N.J.: Lawrence Erlbaum Associates, 2007. ISBN 978-0805856149
  • Noddings, Nel. Happiness and Education. Cambridge, UK: Cambridge University Press, 2003. ISBN 978-0521807630
  • Prensky, Marc. "Don't Bother Me Mom, I'm Learning!": How Computer and Video Games Are Preparing Your Kids for Twenty-First Century Success and How You Can Help! St. Paul, MN: Paragon House, 2006. ISBN 978-1557788580
  • Stoll, Clifford. High-Tech Heretic: Why Computers Don't Belong in the Classroom and Other Reflections by a Computer Contrarian. New York: Doubleday, 1999. ISBN 978-0385489751

External links

All links retrieved February 12, 2024.

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