Edutainment meets brain development…for good and for bad

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In 1954, Walt Dis­ney was the first to envi­sion a new form of enter­tain­ment that meld­ed tra­di­tion­al fun and education—a form that he dubbed “edu­tain­ment.” By the lat­ter part of the 20th cen­tu­ry, this form had mor­phed into edu­ca­tion­al toys and games, a mul­ti-bil­lion-dol­lar indus­try that is pro­ject­ed to cap­ture a full 36 per­cent of the glob­al toy mar­ket share by 2022.

Nowhere is this trend more appar­ent than in the explo­sion of dig­i­tal apps: of the 2.2 mil­lion apps avail­able in the Apple Store, rough­ly 176,000—8.5 percent—are loose­ly des­ig­nat­ed as “ edu­ca­tion­al. ” Their growth con­tin­ues, with annu­al increas­es of 10 per­cent expect­ed through 2021. Whether called edu­tain­ment, edu­ca­tion­al toys, or the dig­i­tal learn­ing rev­o­lu­tion, this trend shares the implic­it phi­los­o­phy that mix­ing fun and learn­ing will offer a kind of “brain train­ing” that will enhance children’s think­ing and ampli­fy their learn­ing potential.

But there are many ques­tions before us. What do man­u­fac­tur­ers and mar­keters mean when they des­ig­nate a prod­uct “edu­ca­tion­al?” Keep read­ing Brain Train­ing for Kids: Adding a Human Touch over at the Dana Foundation.

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About SharpBrains

SHARPBRAINS is an independent think-tank and consulting firm providing services at the frontier of applied neuroscience, health, leadership and innovation.
SHARPBRAINS es un think-tank y consultoría independiente proporcionando servicios para la neurociencia aplicada, salud, liderazgo e innovación.

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