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Educational entertainment

Media designed to educate through entertainment

  • 16 min read
  • 4 chapters
The continuum and overlaps between the world of development and entertainment; multiple sectors lie in between, such as SBCC (Social and Behavior Change Communications), C4D (Communication for Develop
Tobias Deml · CC BY-SA 4.0

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Through Education, Renaissance and World War II

History

Concept

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. Komenský in particular is affiliated with the "school as play" concept, which proposes pedagogy with dramatic or delightful elements.

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.

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. 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, with series such as True-Life Adventures and Disneyland. In the transcript of an interview with Alexander P. de Seversky from The Walt Disney Archives, of which its date and interviewer is unknown, 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 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) 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.

Terminology

The term edutainment has been used as early as 1933, with The Australian Women's Weekly describing it as a newly coined word in the broadcast industry for a genre of programming that blended radio lectures with elements of comedy shows. In 1954, Walt Disney used it to describe their True Life Adventures series. The noun edutainment is a neologistic portmanteau used by Robert Heyman in 1973 while producing documentaries for the National Geographic Society. 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. 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". 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.

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