Research has shown that imaginative and enjoyable learning is beneficial to all generations; boredom, short attention span and personal day-to-day distractions have the opposite effect.
Entertainment related experiences, "a dash of escapism" and Experiential Learning combine to provide and enhance an Edutainment offer.
A good example of Experiential Learning is a visit to an animal sanctuary and learning through observation and interaction with the creature environment (and potentially the creatures themselves), rather than just reading about such animals and habitats from a book. Experiences (good or not), and knowledge enjoyed first-hand are far more likely to be remembered.
Our daily lives are affected by many outside influences and experiences, particularly through the media. For example, consider one subject that has increased significance today: "GLOBAL WARMING".....what stories could be told (of personal and global significance), AND WHAT MIGHT BE THE BEST WAYS TO TELL THESE STORIES?
DESIGNING TO EDUCATE THROUGH ENTERTAINMENT