5 Characteristics of Edutainment

Randy White defines “edutainment as any entertainment that also delivers educational content in an entertainment format. It consists of two equally important parts: the format (entertainment) and the message/content (education)” (2003). I would agree with White in that both education and entertainment must be present but will further expand my definition to include the following five characteristics.

  1. Edutainment should provide on-boarding techniques that explain the mechanics so the players/learners may focus their attention on the content. According to Hays’ meta-analysis (Kapp, 2012, p. 80) and Ke’s qualitative analysis (2012, p. 84), without the inclusion of instructional support, the learners will concentrate on the game requirements and not benefit from the learning materials within the game .
  2. Specific instructional objective that includes transfer to real world application is also a requirement. The edutainment should include a specific goal and be relevant to the learner/player. Once the outcome is determined, it is easier to design all other elements to encourage success. According to Sitzmann’s meta analysis, learners using games and simulations experienced a higher level of confidence in their ability to apply what they learned to corresponding real life scenarios (Kapp, 2012, p. 86).
  3. Edutainment must include engaging content that is sustainable over time. Engagement can be found through a variety of sources such as, multimedia, the use of avatars, feedback, the challenges, and rewards. The content should change over time to match the experience level of the player, ensuring they are not overwhelmed and become frustrated or not challenged sufficiently and become bored (Kim, 2011).
  4.  Interactivity that encourages active cognitive processing instead of passive reception of information. To ensure learning occurs, it is important that edutainment promote the selection of relevant material, the organization or rehearsal of that material, and the integration of the newly constructed meaning with existing knowledge (Clark & Mayer, 2008, p. 35).  
  5. Motivation is a key part of edutainment. Depending on the task at hand, this may begin as extrinsic reward that later fosters intrinsic motivation (Kapp, 2012, p. 95). The motivation may incorporate an element of uncertainty to prompt increased emotional response through anticipation and dopamine release (Kapp, 2012, p. 89).

 

Clark, R. C., & Mayer, R. E. (2008). E-learning and the science of instruction: Proven guidelines for consumers and designers of multimedia learning (3rd ed.). San Francisco, CA: Wiley.

Kapp, K. M. (2012). The Gamification of Learning and Instruction: Game-based Methods and Strategies for Training and Education. Pfieffer.

Kim, A. J. (2011, February 16). Smart Gamification: Designing the Player Journey – YouTube. YouTube. from http://www.youtube.com/watch?v=B0H3ASbnZmc#t=145

White, R. (2003). That’s Edutainment! White Hutchinson Leisure and Learning Group. Edutainment.  from http://www.whitehutchinson.com/leisure/articles/edutainment.shtml

 

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