This week, Chelsea and Katie discuss edutainment– what it is, who makes it, how it is consumed, and how it is used in schools and classrooms. From National Geographic documentaries to podcasts to Broderbund software (looking at you, Carmen Sandiego!), edutainment seems to be everywhere. Most of us want learning to be fun. Is the edutainment industry fulfilling its promise?
Sources:
Wikipedia – Educational Entertainment
Future Market Insights – Edutainment Market Outlook 2022-2032
Undark – “In YouTube ‘Edutainment,’ Minimal Control for Scientific Accuracy” By Dan Garisto
Wikipedia – White Wilderness (Film)
LSE – “Why does free play matter in a digital world?” By: Sonia Livingstone and Kruakae Pothong
“That’s Edutainment!” Chronicle of Higher Education, vol. 62, no. 38. By William Germano.
“Selling Learning Towards a Political Economy of Edutainment Media” Institute of Education, London University, UK Media. Culture and Society Vol. 27, No. 1, 41-58, 2005. By David Buckingham and Margaret Scanlon.
“The Engaging Classroom – Edutainment or Effective Technology Integration?” by Jennifer Boyle
“Edutainment: is learning at risk?” British Journal of Educational Technology Vol 34 No 3 2003 255–264. by Zühal Okan.
Frontlines- “Where in the Globalized Economy Is Carmen San Diego? The downfall of Broderbund Software and its ‘edutainment’ star.” By Phillip Jeffrey
The Science Teacher – Science for All: 19th Century “Edutainment” by Michael Apfeldorf. April/May 2019
Jarvin, L. (2015). “Edutainment, games, and the future of education in a digital world.” In E. L. Grigorenko (Ed.), The global context for new directions for child and adolescent development. New Directions for Child and Adolescent Development, 147, 33–40.
Virvou, M., Katsionis, G., & Manos, K. (2005). “Combining Software Games with Education: Evaluation of its Educational Effectiveness.” Educational Technology & Society, 8 (2), 54-65.
TikTok – Grizzly 399 – @savannahrosewildlife