
5 minute read
That's edutainment
Paul Skeldon takes a look at how edutainment has become the latest content craze, blending learning with fun and games, and just how that engagement can be monetised
The traditional model of education, with rows of students passively absorbing information from textbooks and lectures, is facing a revolution. Enter edutainment, the dynamic merging of education and entertainment that prioritses engagement and interactivity. This trend is fuelled by a growing understanding of how people learn best: through active participation, exploration, and a touch of fun.
This shift is driven by several factors. Mobile apps have become ubiquitous and the educational app market is booming. Platforms such as Duolingo (language learning) and Khan Academy (math and science) offer bite-sized learning modules, gamified elements like points and badges, and personalised learning paths that cater to individual needs.
Educational app developer Duolingo, for example, boasts over 500 million users worldwide, demonstrating the massive potential of this approach.
GOT GAME?
Traditional learning can be dry and monotonous. Gamified learning injects a dose of fun by incorporating game mechanics like points, leaderboards, and challenges into the learning process. Educational games like Minecraft Education Edition allow students to collaborate and problem-solve in immersive virtual worlds, while platforms like Quizizz transform quizzes into engaging competitions.
Minecraft Education Edition, a version of the popular sandbox game specifically designed for education, is used by over 100 million students globally, highlighting the power of gamification in learning. ([invalid URL removed])
Virtual Reality (VR) is also creating a new level of immersive learning. VR technology offers the potential for truly immersive learning experiences. Imagine exploring the ancient pyramids of Egypt or dissecting a virtual frog in a biology class – VR makes these experiences possible and can significantly increase engagement and knowledge retention.
Companies like Talespin offer VR field trips that transport students to historical locations or natural wonders, making learning geography and history more exciting and interactive.
THE BENEFITS OF EDUTAINMENT
Edutainment makes learning more enjoyable, which leads to increased engagement and motivation. Interactive elements like games and simulations keep students actively involved, fostering a sense of accomplishment and a desire to learn more.
Active learning experiences offered by edutainment have been shown to improve knowledge retention compared to traditional methods. Immersive experiences like VR simulations can create lasting memories and a deeper understanding of complex concepts.
Many edutainment platforms offer personalized learning paths that cater to individual needs and learning styles. This allows students to learn at their own pace and focus on areas where they need the most help. For example, language learning apps like Duolingo adapt the difficulty level of lessons based on the user’s performance.
Meanwhile, edutainment resources are often readily available on mobile devices and computers, making learning accessible anytime and anywhere. This flexibility allows students to learn on their own schedule and revisit concepts as needed.
CHALLENGES ABOUND
But there are challenges. While technology can be a powerful learning tool, excessive screen time can have negative consequences for children’s development. It’s crucial to find a balance between edutainment and other activities that encourage physical activity and social interaction.
Access to technology and reliable internet connections can vary significantly – and cost can be an issue. Inequitable access can exacerbate educational disparities if certain groups lack the resources to take advantage of edutainment tools.
Gamified elements and the interactive nature of edutainment can also sometimes become distractions, diverting attention away from the core learning objectives. It’s important to ensure that the games and activities are welldesigned and aligned with the educational goals.
And, with the rapid growth of the edutainment market, ensuring the quality and accuracy of educational content is essential. Parents and educators need to carefully evaluate apps and programs before introducing them to children.
THE BUSINESS OF EDUTAINMENT
Despite these challenges and its relative new-ness, the edutainment market booming and is now a multi-billion dollar industry, with significant growth potential.
Many edutainment apps are freemium, offering a basic level of content for free, with premium features and in-app purchases available for a subscription fee. This allows users to try before they buy and generates revenue for app developers.
Some platforms like Rosetta Stone offer subscription-based access to their entire library of language learning tools and resources. This provides a predictable revenue stream for companies and ensures users have access to all available content. Educational institutions like schools and libraries can purchase licenses for educational software and apps, allowing them to provide these resources to students. This model allows companies to reach a wider audience and cater to the specific needs of educational institutions.
Some edutainment apps utilize in-app advertising to generate revenue. This model can be effective for free apps, but it’s important to ensure that ads don’t interfere with the learning experience.
LEARNING THE FUTURE
Edutainment is poised to become an even more dominant force in the education landscape. As technology continues to evolve, we can expect to see:
The rise of Artificial Intelligence (AI) will lead to AI-powered tutors and personalised learning platforms will further customise the learning experience, catering to individual needs and learning styles.
At the same time, AR technology will allow learners to interact with educational content in the real world, further bridging the gap between theory and application. Imagine history students being able to view historical figures and events through an AR app while visiting a museum.
Alongside core academic subjects, edutainment platforms will increasingly focus on developing essential soft skills like critical thinking, collaboration, and problem-solving.
Effective edutainment tools will incorporate ongoing assessment and feedback mechanisms to track progress and identify areas where learners need additional support.
Edutainment offers a compelling alternative to traditional learning methods. By fostering engagement, interactivity, and accessibility, edutainment has the potential to revolutionise the educational experience for learners of all ages. However, careful consideration needs to be given to potential drawbacks like screen time limitations and ensuring equitable access. As the edutainment market continues to evolve, collaboration between educators, app developers, and technology companies will be crucial to harness the power of this approach to create engaging and effective learning experiences for future generations.