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Welcome to Edutainment 3.0

an explorable trends report by Wavetable

Education + Entertainment = Edutainment

The future of learning is at the intersection of education and entertainment. Brands and organizations that leverage this approach will create more value and have an edge over others in their sector. Edutainment 3.0 was created with this in mind and filled with:

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Interested in sharing your stories and empowering your audience?

Good. Because that’s at the heart of this new wave of Edutainment that we call Edutainment 3.0*.*

Edutainment 3.0, with all of its learning innovation, will be a key element of how brands, nonprofits, and creators share their stories and empower their audiences.

However, this space is wide-reaching and fast-moving. And creating projects that attract and engage your audience won’t be easy. This explorable trends report is here to help you harness the magic of Edutainment 3.0 and use it to your advantage.

But this trends report wasn’t created for everyone. Only certain professionals will find tons of value, like...

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Marketers Leveraging content and experiences to elevate your brand’s reach and connection

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Strategists Helping brands plan what to do and where to go next

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Educators Looking for more effective ways to engage students

Quick Start ➔

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Creators Developing and enhancing your message and mission

Quick Start ➔

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Entertainment Executives Backing projects that make a greater impact

Quick Start ➔

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L&D, Talent & Culture Professional Injecting fresh energy into your initiatives

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Leading organizations are asking us for insights on Edutainment 3.0. Join them.

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A mini-adventure or an amazing tale - You choose

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Duration: 5 minutes All the key insights and trends in one place...

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Deep Dive

Duration: 45+ minutes

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Edutainment 1.0 and 2.0 - What they are and why they matter

Edutainment 1.0

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Was Hollywood-focused forays by the likes of Disney and Sesame Street. Projects often had a light-heartedness and irreverence, even when tackling challenging topics.

Edutainment 2.0

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Focused more on education but felt unbalanced and clunky. Educational video games lacked pizazz while the explosion of reality TV and docudrama entertainment offerings often ignored the principles of learning.

These transformations turned Edutainment into a dirty word. It wasn’t stylish enough for the entertainment industry and lacked enough substance for the education sector. Nobody took it seriously because people assumed it was just for kids.

However, as culture, media, and technology continue to converge, new ideas, mediums, and markets are appearing...

Leading to a third wave of Edutainment that we call Edutainment 3.0*.*

(and it’s definitely not just for kids.)


What gives? Why now?

Digital learning is shifting from traditional to digital media...

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EdTech investments are soaring ...

According to research by NESTA, there’s been a seven-fold increase in Educational Technology usage in the past two years. Investment in 2020 was $16.1 billion compared to $7 billion in 2019.

#edutainment is taking over TikTok ...

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social media is elevating information above aspiration ...

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...and brands’ relationships with customers are continuing to evolve in the same direction.

In their 2021 Creative Forecast, Facebook (sorry, Meta) looked at how consumer relationships with brands have changed, and what’s next. At the top of their recommendations? Create edutainment.

“The global pandemic forced people to embrace new ways of getting information in 2020, and brands that excelled earned attention by reimagining learning. And more importantly, they did so not by lecturing audiences, but by building edutainment experiences that didn't feel like a chore.”

These shifts are wide-reaching and long-lasting.

New innovations in this realm can revolutionize the ways millions - perhaps even billions - of people learn.

Edutainment 3.0 **will be a key element of how brands, nonprofits, and creators share their stories and empower their audiences.

It’s hugely exciting.


But here’s the golden caveat - trends.

So much is happening in Edutainment that it’s difficult to keep up - especially as projects and opportunities in this area don’t fit snugly in one industry or sector. You’ve got dots to join, threads to weave, waves to ride, and we know you simply can’t keep up with all the other responsibilities you have.

In this workspace, the team here at Wavetable wants to show you why Edutainment 3.0 matters, and how you can effectively bring it into your projects.

To do that, we’ve brought hundreds of hours of research and thousands of hours of practice and expertise into one place. You can thank us later. We accept praise, shout-outs, and quality chocolate.

This interactive, explorable report captures where we’ve been, where we’re at now, and how a series of macro trends are creating something completely new.

Each Act contains a number of Scenes - individual pages packed with case studies, stories, videos, and more.

A 5 Act Story...

Act 1 — Setting The Stage ➔

What’s in a name, Building Blocks, The Edutainment 3.0 Formula

Act 2 — How we got to now ➔

A history of Edutainment: from baby steps, to childhood wonder, and a difficult adolescence

Act 3 — Young Adulthood ➔

What’s different now - macro trends fueling Edutainment 3.0

Act 4 — Edutainment 3.0 ➔

8 trends, case studies, and opportunities

Act 5 — What’s Next ➔

Guidelines for greatness, 3 emerging trends, and new opportunities to explore