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    Educational entertainment (also referred to by the portmanteau edutainment) is media designed to educate through entertainment. Most often it includes content intended to teach but has incidental entertainment value. It has been used by academia, corporations, governments, and other entities in various countries to disseminate information in classrooms and/or via television, radio, and other media to influence viewers' opinions and behaviors.

    Modern forms of edutainment include television productions, film, museum exhibits, and computer software which use entertainment to attract and maintain an audience, while incorporating deliberate educational content or messages. It is also apparent that educational elements are becoming implemented into traditionally recreational realms, such as vacations and games.

    Schoolhouse Rock, Wishbone, Sesame Street, and Bill Nye the Science Guy are examples of shows that use music and video to teach topics like math, science, and history. Using music to aid memory dates back to the passing of ancient oral traditions, including the Iliad and the Odyssey. Much of what edutainment can offer through audio and video especially, is accessible over the internet on platforms such as YouTube, with such channels as Vsauce, CGP Grey, MinutePhysics, Meet Arnold, Veritasium, and Crash Course.

    Mexican TV producer Miguel Sabido pioneered in the 1970s a form of edutainment via telenovelas, "soap operas for social change". The "Sabido method" has been adopted in many other countries subsequently, including India, Peru, Kenya, and China. In Mexico, the government in the 1970s successfully used a telenovela to promote family planning to curb the country's high birthrate.

    According to the article "Walt Disney: Master of Laughter and Learning" Walt Disney believed in education through the entertainment of film and television. He is known as the master of communications who brought both entertainment and education into the world in distinctive ways. His creation of mickey mouse and his adventures taught his audience that life is not always so simple, there will be obstacles that will stand in your way. Mickey mouse's is unpolished and imperfect which make him so realistic to his audience. In many of his stories we see him battle and adventure which he overcomes teach a value in life for viewers, keep going in life. Disney achieved and educational characteristic in his work through the picture series of live animals in their natural habitat by which some film techniques added to the drama of the series. This series was one that satisfied Walt Disney the most as it obtained both the qualities of entertainment and education, which was the characteristics of this series.

    Games fulfill a number of educational purposes. Some games may be explicitly designed with education in mind, while others may have incidental or secondary educational value. All types of games, including board, card, and video games, may be used in an educational environment. Educational games are designed to teach people about certain subjects, expand concepts, reinforce development, understand an historical event or culture, or assist them in learning a skill as they play.

    Toys are often employed in the context of mimicry and roleplay to partially experience personalities or situations not otherwise possible, very akin to simulation in video games. They can be used as primitive means to nurture an instinct or a character trait in children. Often, toys work simultaneously the other way, providing children with the means to express those things: a doll may be used by a girl to mimic her mother or express motherhood as much as to explore it.

    The term has since been borrowed to describe hip hop culture's innate pedagogical aesthetics. Examples of this include how Hip Hop uniquely combines both thought and action (see Paulo Freire's use of praxis in Pedagogy of the Oppressed) and values both Eurocentric values of rational thought and Afrocentric epistemology of kinetic, affective and emotional ways of knowing. Another example is in the transmission of technical and historical knowledge, the manner in which Hip Hop practitioners learn and exchange by sharing moments of performance together through building or building sessions.

    Much research has been done in association with edutainment and its effectiveness in its various forms. Particularly, the effects of the implementation of the concept of edutainment in the classroom setting have been studied on multiple occasions. The concept of flipped classrooms, in association with edutainment, was studied by Retta Guy and Gerald Marquis (2016), in which students were assigned video lessons and podcasts as opposed to projects prior to class; it was found that these students outperformed those in traditional classrooms, found the actual time in class to prompt more interaction, and thought the class to be more enjoyable, although there was a noticeable period of adaption.