The
world is swooning by the concept of edutainment, and so are we.
Edutainment has become the new buzzword these days, capturing the
attention of everyone, from a 24-months old child to a 60-year-old
business tycoon. And how?It
is because this unintentional and informal way of gaining knowledge is
way more interesting that the conventional ways. And here learning is
not just limited to gaining enough knowledge to pass the examinations,
it is much larger than that. Countries these days are using means of
edutainment to spread awareness about various fatal diseases and social
issues like cancer and women abuse respectively. Movie makers and
software developers now-a-days come up with entertaining products that
help attract and maintain the audience, while blending in some
deliberate message or sort of knowledge. The
consumer is more aware now- more aware of where he is going, what is he
consuming, and what can be the possible outcomes of what he does. This
is because he is open to learning now-- condition being it isn’t boring
anyways! Products are being marketed in a way that the consumer trusts
them completely, and gets important message in a much lighter manner.
And hence, companies are raking in profits simply by presenting the
consumers with sources that make sure we learn a lot while getting
amused. Media has played a vital role in expanding this concept to every
nook-and-corner of the world. Majority of computer games being
developed these days ensure the same, and become instant hits with the
people playing them. And the schools, where the future scientists and
doctors of the Earth spend a major part of their day, have also come up
with creative learning strategies that do not let children surround by
boring vibes while going to schools.That said, edutainment has a bright future ahead. And it is here to remain-growing bigger by the second!
Like Edutainment on Facebook l Follow Edutainment on Twitter l Follow Edutainment on Tumblr l Join Edutainment on YouTube
"Edutainment" a buzzword these days, for starters, is the portmanteau formed of two
simple terms Education and Entertainment. Going into details, the idea
behind coining this term was to come up with more effective ways to
learn things. Learning the facts in traditional ways has become so out
now, and it is all about indulging in fun ways to gain knowledge. To
start with, the very basic medium of edutainment are our very own
fables, games and that television-set sitting in the corner of the
living room. This tells that though the word is new, it is in use since
time immemorial. It’s just that we have started implementing it more
seriously these days. Let’s see how a fable acts as a source of
edutainment, and helps kids learn in a fun way.
Story
of Cinderella, which has its roots in China is one fable nearly
everyone has heard of in his/her childhood. In this classic myth, a lady
from the lower class, through her kindness, physical beauty, and help
from others, marries a prince and lives happily ever after. The basic
moral of the story is that woman's happiness depends on a man and a
woman needs to be transformed to fit into that man's world. While the
Asian Cinderella is characterized by her non-individual qualities, such
as her daughterly piety, the American Cinderella is admired for her
individual qualities, such as physical beauty and resourcefulness. Both
ways, the story is designed to teach a lesson about which behaviors the
culture will reward.
This
was just a short and very basic example to show how edutainment has
entered our lives and is helping us learn. And it is actually changing
the way we as a society think-- for good. Moreover, it is even helping
companies market their products.
Edutainment
(a portmanteau of Education & Entertainment), as the name suggests
quite well, is any content that educates people while keeping the
amusement quotient high. Edutainment is anything that helps one gain
knowledge, but, in a manner that it doesn’t become burdensome. Though
this sort of education is known to us since ages, but what’s new is the
term Edutainment we have started referring to now-a-days. Thinking when
did we learn something in a play-way method? Well, think about all the
parables and fables? And various kid-games like alphabets and building
blocks? Or even that show on the large LCD mounted in one corner of your
wall?
This
unintentional and informal way of gaining knowledge is what we now call
Edutainment. And here learning is not just limited to gaining enough
knowledge to pass the examinations, it is much larger than that.
Countries these days use means of edutainment to spread awareness about
various fatal diseases and social issues like cancer and women abuse
respectively. Movie makers and software developers now-a-days come up
with entertaining products that help attract and maintain the audience,
while blending in some deliberate message or sort of knowledge. That
said, edutainment has a bright future ahead. And it is here to remain.
And
since, this concept soon became a hit, companies are raking in profits
simply by presenting the consumers with sources that make sure we learn a
lot while getting amused. Media has played a vital role in expanding
this concept to every nook-and-corner of the world. Majority of computer
games being developed these days ensure the same, and become instant
hits with the people playing them. And the schools, where the future
scientists and doctors of the Earth spend a major part of their day,
have also come up with creative learning strategies that do not let
children surround by boring vibes while going to schools.
This is the effect of Edutainment, and it is just growing bigger by the second, for good!!
Visit our website www.mediaagility-edutainment.com
Like Edutainment on Facebook
Follow Edutainment on Twitter
Subscribe Edutainment YouTube Channel
There
was a time when we played games just for having fun with friends and
family. Gaming has had been a peer thing till the time technology didn’t
breach in to let people knit their own virtual world in these games.
Electronic gaming consoles literally abandoned those backyards and
playgrounds at many places. Games, like Super Mario and Contra, danced
on the lips of kids for years. And all this exhilaration over gaming
received a huge kick with the arrival of immensely popular gaming
consoles - PlayStation and Xbox. Till
that era, gaming was primarily a matter of individual engagement and
achievements. However, the big vertical shift came in when games got
that social flavor added with social platforms especially Facebook. In
addition to bringing the multi-player style to the core, social media
enriched conventional gaming with a flurry of other networking
techniques that were hitherto not explored well. Competition
was sidelined, and on the contrary to the very essence of gaming,
social games earmarked “forming associations” as an important tool to
attain in-game goals. Zynga pioneered the notion of such collaborative
associations with its blockbuster releases Farmville and Cityville.
These games encouraged users to network to perform loads of activities
and feel a sense of achievement and togetherness.Gaming
stalwarts soon sensed the trend and adapted to the change introduced by
Zynga. Established gaming houses started churning out engaging social
games and soon it became a highly crowded domain. A recent research
conducted by the casual gaming experts Newzoo reported that as many as
39% of the total 215 million hours were spent in online casual or social
media gaming, if that gives you any perspective about how colossal this
industry has become.The
above discussion might give you an all-well feeling about the social
gaming industry, but it’s not as easygoing as it looked. In fact, unlike
the erstwhile scenario, a lot depends on the content of a game.
Engagement has become a much broader term. Even a simple hit-and-run
game today has so much in terms of letting people network through it.
And people need more than just fun to remain glued to a game. Something
extra, something can give them some value.Talking
about the value part, future games ought to have a design and content
flow that impart some learning in addition to all the fun and frolic.
Idea here is to empower users with something they can use when they’re
not playing the game. To put it in more appropriate words, games that
depict both education and entertainment, together dubbed as
“Edutainment”, in a proportionate mix. Edutainment-based
games have already making inroads in the social media space. Just a
little inquisition will show you a handful of games, such as “Words With
Friends”, that have Edutainment as the central theme. But, having said
that, these games aren’t huge in numbers, but going by the current, soon
you will find companies doing away with barely useful action-packed
gaming and hopping into the Edutainment space to capitalize upon the
opportunities in this new form of learning.
Visit our website www.mediaagility-edutainment.com
Like Edutainment on Facebook
Follow Edutainment on Twitter
Subscribe Edutainment YouTube Channel