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edutainment

Edutainment refers to products or experiences that aim to educate while entertaining. It covers media such as television programs, films, video games, software, interactive exhibits, and online content designed to teach concepts, skills, or attitudes while engaging audiences.

The term arose in the late 20th century as educators and media creators increasingly blended curricula with

Formats and settings for edutainment are varied: children's television, educational software and apps, investigative games, and

Benefits and criticisms: Proponents say edutainment can boost motivation, increase time-on-task, provide contextualized practice, and reach

Related trends include gamification and serious games, which apply game design principles to education beyond entertainment.

entertainment.
The
concept
predates
the
word,
with
early
experiments
in
telling
stories
and
using
play
to
support
learning;
a
widely
cited
example
is
Sesame
Street,
which
began
in
1969
and
integrated
music,
puppetry,
and
short
segments
to
teach
literacy
and
numeracy.
museum
or
science-center
installations
that
provide
hands-on
learning
experiences.
Notable
examples
include
Reader
Rabbit
and
JumpStart
educational
games,
Carmen
Sandiego
for
geography
and
history,
and
BrainPOP’s
animated
videos
and
quizzes.
diverse
learners.
Critics
caution
that
it
can
prioritize
entertainment
over
rigor,
gloss
over
complex
topics,
or
rely
on
commercial
incentives
that
dilute
instructional
outcomes.
The
quality
of
edutainment
varies,
and
access
remains
unequal
in
the
digital
divide.