Hutchison Encyclopaedia, for example, defines edutainment as multimedia-related term, used to describe computer software that is both education and entertainment.
The American Heritage Dictionary defines edutainment as “the act of learning through a medium that both educated and entertains.”
According to Buckingham and Scanlon, edutainment is “a hybrid genre that relies heavily on visual material, on narrative or game-like formats computer games-education-implications for game developers, and on more informal, less didactic styles of address.”
What is Edutainment
Edutainment is the act of learning heavily through any of various media such as television programs, video games, films, music, multimedia, websites and computer software.
Entertainment is the media and education is the content (White, 2003)
Vendors of Edutainment-TYPES
Edutainment by purpose
Edutainment by target group
Edutainment by type of media
Vendors of Edutainment-TV TYPES VENDORS LEARNERS REMARKS Comedic drama Kapusta (Russian language) Adults An entertaining program that encourages starting the studies of Russian and tells the basics of the language. Adventure story Wishbone (Classic literature) School-age chil-dren between 6 and 11 The series provides an introduction to works of literature inan entertaining manner; the aim is to encourage children for reading. http://www.pbs.org/wishbone/ Historical drama Hovimäki (history) Adults A historical drama about the history of Finland; includes a distinct part about historical facts concerning the period in question.
Vendors of Edutainment-COMPUTER GAME TYPES VENDORS LEARNERS REMARKS Adventure Suomi-Seikkailu (geography) Children from 8 to 12 Knowledge is not structured enough; advancing in the game easily displaces the educational side. Strategy Sokrates (philosophy) Students of upper secondary school and adults The story of the game concerns the murder inquiry of Soc-rates; in the beginning the player has to choose the philosophical viewpoint of her action; advancing in the game requires documenting one’s own reflections; includes a data bank of philosophy. Simulation SimPuisto (biology) Children over 8 Aim is to construct a diversiform nature park; the game requires the player to recognize species.
Vendors of Edutainment-INTERNET INTERNET TYPES VENDORS LEARNERS REMARKS General WebCT Multi-learner Features and the appearance of the interface are not very entertaining. Colourful FunBrain.com and Kids Web Japan children Playing games, doing crosswords and exercising specific skills. 3D Active World Multi-learner The ideas of collaborative and social learning can be tested in virtual worlds aimed at educational purposes. Educators and students can also build their own virtual worlds where a right to use can be limited to a given group.
Example - WebCT
Example – FunBrain.com
Example - ActiveWorlds
Learning aspects in TV:
Take learners to unfamiliar and novel environments. Eg. history and astronomy, oriented travel programs.
Learning aspects in computer:
Designed to test the skills and knowledge of the learners, to give the learners some hint s for making progress, to offer them different levels of difficulty, to reward them when achieving some intermediate goals or answering right, to give some kind of feedback about their advance, and in some cases, to offer tools for constructing new knowledge. Learn at their own pace .
Learning aspects in Internet:
Get students more interested in the subject matter by offering them (interactive) activities, which are impossible to implement in textbooks, and to offer topics of discussion and hints to the parents and teachers for getting children more engaged with learning.
Learning aspects in Virtual World:
Interactivity, the ability to respond to the user’s inputs: the user can choose the topics of interest and the way to find them, and can obtain almost immediate responses to his queries.
Able to ‘virtually’ realize the content of the message.
Disadvantages - Criteria
graphic appearance and layout
suitability for different learners and different situations
ease of use: technical and pedagogical approach
added value for teaching
Technology has make edutainment possible. Learners now learned using multi-senses and learning has become less difficult. Knowledge is transferred to learner in a new way.