Edutainment - MVP

What is Edutainment?

Edutainment is a form of media designed to both educate and entertain. The idea behind edutainment is to engage the targeted audience through the means of entertainment in order to educate. Lessons are imbedded within the form of media meant to socialize or introduce new concepts/convey new meanings to the audience. Forms of media that might be used for edutainment include computer games, television and radio shows, documentaries/films, interactive stories, video games, etc.

What projects are out there?
a. The Telenovela: http://www.encyclopedia.com/doc/1G1-185385934.html See an example of a telenovela en espanol!



b. Digital Mobile Applications: The initiative of serious games: From www.seriousgames.org "The Serious Games Initiative is focused on uses for games in exploring management and leadership challenges facing the public sector. Part of its overall charter is to help forge productive links between the electronic game industry and projects involving the use of games in education, training, health, and public policy."

c. Community Radio:

d. Cultural Preservation in the form of Community Built Stories and Short Films

How can edutainment benefit the Millennium Development Goals and the Millennium Villages Project?
mHealth: digital mobile applications
Community Radio "Soap Operas":
Cultural Preservation in the form of Community Built Stories and Short Films

How do the Conditions of the Millennium Villages Project Affect Edutainment?
There are undeniable technological barriers that greatly limit the number of mediums through which edutainment can be implemented. In the current state of the MVPs, the tools of Community Radio and Theatre are perhaps two of the most realistic mediums through which edutainment can be accessed for local populations. A reliance on the local media, community organizers, and population is key in delivering effective edutainment.

While interactive mobile applications and interactive gaming are promising developments in the field of edutainment, the reality is that the penetration of smartphones within the MVPs is rather low.

Behavior Change Comm. | Edutainment | E-governance | Health Info. Management | Mapping | Participatory Appraisal & Planning | Radio
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