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Technology and edutainment: educate while entertaining

Technology and edutainment: educate while entertaining

Every generation remembers some television program that combined education and entertainment. Sesame Street, Once Upon a Time in the Human Body, The Teletubbies, Dora the Explorer… The list is endless. Cartoons that are fun and leave a trace of knowledge in the process. Edutainment is not something new, but its application in school education and adult learning, including its digital equivalent, e learning, is relatively recent.

Any help is little acquire knowledge at any age. It is no longer enough to be interested in it. Sometimes it is necessary reinforce that interest making the process of acquiring that knowledge as simple, fast and pleasant as possible. Time is valuable, we have many things to do and our mind needs rewards. Edutainment is the key.

Its meaning is easy to deduce. Education. Education (education) and entertainment (entertainment). Offer educational content that serves to learn but also to entertain, have fun. And it is not reserved for the smallest of the house. At any age it is possible to benefit from this pedagogical strategy.

The advantages and benefits of edutainment

The concept of edutainment originates in 1948 at the facilities of The Walt Disney Company. One of his projects at the time was a documentary series titled True Life Adventures that was intended to entertain while offering pills of knowledge to children and adults. And in the 70’s it was recovered to this day.

We all like to have fun, entertain ourselves. So why learn in the meantime? Edutainment has many advantages, both for the educator and for the student. Namely:

Like everything in this life, not everything is an advantage in edutainment. It requires a good strategy, a constant monitoring and recognize the problems of each student. A reduction or simplification of this pedagogical strategy would be to plug a child into a screen and have him there for several hours watching YouTube videos or cartoons. It’s not as simple as that.

Education and technology

Edutainment was born at a time when the audiovisual is exploding. The radio and the written press are consolidated. But cinema is beginning to emerge and soon television will. Today things are somewhat different. We have more means as much or more revolutionary called Internet and video games. They share elements of the classic audiovisual, such as bad reviews, but they incorporate interesting innovations for education: the interactivity.

If edutainment is standing out so much in recent years, it is thanks to technologies such as the Internet and video games that allow us to share content, create and watch videos, design educational applications or enjoy video games that serve to entertain but also to learn, combat phobias or learn to socialize. Ultimately, it is about process knowledge that we already have to digest it better.

But the technology does not stop there. The augmented reality and the virtual reality They have a lot to say in the educational world. Beyond the virtual classroomswhich are also an advance, we can interact virtually with historical settings, see works of art and buildings that no longer exist in the physical world, enter a cell or a human body or find out what chemical elements an object is made of using augmented reality glasses. It is even possible to travel and do tourism without leaving the classroom and going to places that our budget prevents us from doing. Or that they no longer exist.

And what about the introduction of the robotics in the classroom. Something that may seem simple to us like moving the arms of a robot or making a remote control vehicle overcome an obstacle involves learning mathematics, mechanics, electronic engineering, computer science, design, construction and physics. That as for knowledge. As to skillsfacilitates teamwork, critical thinking or problem solving.

no age limit

One of the many details that makes the LEGO toy manufacturer unique is that its boxes include a very curious specification: Ages 4 99. Come on, you’re never old enough to stop playing with LEGO. The same thing happens with education. It is always a good time to learn something new.

It is increasingly common to find people who have already studied in the past and who currently work or have stopped working and intend to study what they could not or did not want in the past. Another frequent case is that of professionals who decide to retrain in other areas or sectors through intensive courses or workshops that provide practical knowledge in less time.

And what about the many proposals that we find in the application stores or on web pages and that allow learn languages ​​or program games or applications through practical activities, games and playful proposals that combine edutainment with gamification.

Even the companies themselves are beginning to incorporate gamification and edutainment strategies in order to train their own employees. A simple workshop of a few hours in which absences are common or what is taught falls on deaf ears is no longer enough. Today there are many alternatives that promote student participation, teamwork and serve both for learn something new to have fun in a group.