Unedited version of article that was published by IAAPA in
the March/April 1996 issue of their Family Entertainment Center magazine.
Children's Edutainment Centers: Learning Through Play
By Randy White
Remember the childhood trill of field trips? Instead of spending the
day glued to your chair, trying real hard to stay awake and not fidget, your whole class
was led like a row of ducklings onto a bright yellow bus that took you to go camping or to
a farm or historical site. You got to look and touch and hear about something you didn't
already know, maybe pretend you were an artist or a pioneer or an astronaut. You didn't
fall asleep, and you didn't once fidget. In fact, you felt excited about learning. It was
even, well, sorta fun.
That, in a nutshell, is edutainment.
The word edutainment comes from the computer industry. It was
first coined several years ago to describe CD-ROM programs, mainly for children, that were
designed for education or teaching and that had an entertainment component to increase
their appeal. The term was adopted by the family entertainment industry about a year ago.
Although the term is new, the concept of edutainment is not. Like
all those places you or your children visited on field trips -- zoos, aquariums, botanical
gardens, science and children's museums, and tourist and ecotourist attractions --
location-based entertainment facilities [LBEs] have long used the educational aspects as
the draw, while adding entertainment or amusement.
What is new is the idea of designing facilities specifically for
edutainment. One of the reasons for this is the changing role of leisure in our society.
Learning Through Leisure
The FEC industry is paying special attention to edutainment as a means to attract
guests because there is a fundamental change occurring in American and many other
societies. Work has shifted from being predominately labor-based to being knowledge-based.
Today, 39% of the U.S. work force is composed of pure knowledge workers, most in the
higher socio-economic sector. And the population is becoming more and more educated, with
a greater percentage graduating from college or receiving advanced degrees, and more
adults returning to college to learn new skills.
People used to consider leisure their reward for hard work. Work
required self-improvement, while leisure provided relaxation with absolutely no practical
purpose other than recuperation from the physical and mental stresses of work. But
learning is beginning to be viewed differently than in the past. People with the least
leisure time, like educated knowledge workers, are using their limited leisure hours to
improve themselves and do worthwhile things rather than vegetate. And parents, who want to
see their children excel in a knowledge-based world, are applying this value for learning
to what their children do in their leisure time.
Un-learning the Early Definition of Edutainment
The FEC industry has the
chance to find exciting new ways for kids to learn and have fun at the same time. To make
the most of that opportunity, we need to forget the origins of the term edutainment and
create a definition that works in the real world.
The computer and technological origins of the word, along with its
derivation from the word education, have created a false perception among much of the FEC
and LBE industries that edutainment components, events or attractions need to be computer-
or technology-based and presented in an educational or teaching mode. You can see this
misconception in action especially in events designed for toddlers through grade-school
children in FECs or CECs [children's entertainment centers, sometimes also referred to as
pay-for-play].
Grown-ups forget what it was like to be a kid. Adults, especially
middle-age males, who dominate the management levels of FECs, as well as their suppliers
and designers, operate under the mistaken notion that kids like what adults think kids
like. Or, more to the point, that kids like what adults think kids should like. [Remember
Garbage Pail Kids?] The world of childhood is a foreign culture to adults. What appeals to
children, what benefits children, is completely different from the shortsighted notions of
most adults, especially, in our society, men.
Let's Not Make This So Complicated
At its most basic,
edutainment is play. Since the birth of the species, children have understood edutainment.
Their genes have programmed them/us to almost exclusively use edutainment to learn about
themselves, the world they live in and how to become part of society. Kids, who don't need
two-dollar words, just called it play. And for children up until pre-adolescence, that
learning needs to be based on "actual reality" -- physical interaction with the
tangible real world and people, rather than the mediated reality and abstract concepts on
a computer screen. In fact, research is now showing that children who learn via the
limited environment of the computer monitor grow up to be creatively stunted.
Young children's perception of the difference between work and play
changes as they move from preschool to elementary school. Preschool children call what
they are told to do "work" and what they choose to do "play." But by
4th or 5th grade, children will call a teacher-directed activity "play" if they
consider it to be fun. And children of any age consider outside recess to be playtime.
Giving Kids the Freedom to Learn through Play
Research in early
childhood development has clearly established that preschool children learn best through
self-directed play rather than in structured learning or academic-type settings.
Most day care and kindergarten providers recognize that open-ended
play is nature's process for children to learn and develop cognitively, emotionally,
physically and socially. There also is considerable debate in the field of early childhood
education about what is called "developmentally appropriate practices" in the
primary grades. Many are calling for a return to a child-sensitive and whole child
approach to teaching and learning that incorporates play, rather than the traditional
model of teacher-assigned and structural academic learning.
Young children are biologically programmed to explore and manipulate
their surrounding world and to make their own discoveries. Their play is heavily based
upon pretend or imaginary play with other children, as well as by themselves.
The Culture of Childhood Is Changing
While biological
imperatives remain the same, changes in the physical and social environment in which
children live has altered the culture of childhood. Factors like working parents, a
concern for safety based on perceptions and reality, and a stronger emphasis on education,
has resulted in children's lives becoming more controlled, structured, and physically
restricted.
Today's children spend much less time away from the direct
supervision of adults. Many no longer even have the freedom to play in their own yards or
to have free run of their neighborhoods. Perhaps saddest of all, parenting is often by
convenience rather than by commitment, with overworked or disengaged parents seeking
canned, pre-packaged opportunities to meet their child-rearing responsibilities.
The lack of opportunity for free-form interaction with nature and
other kids, for natural experiences, and for unsupervised open-ended play invisible to
adults, has become a serious concern for child development specialists. Mark Francis, of
the University of California-Davis, characterizes childhood today as "The Childhood
of Imprisonment," in his forthcoming book of the same name.
FECs Have A Chance to Improve Lot of Children
The public sector has not addressed the new restrictions on
children, which creates an opportunity for private enterprise to create the destination
playgrounds of tomorrow. FEC operators, armed with information about the real needs of
children, can provide learning opportunities, accessible to children, that allows children
to learn in the way most natural to them, through play.
The edutainment center offers all of these elements. It is marketed
to parents as education ["It's nutritious!"] and attracts the kids as a chance
for fun play ["Tastes great!"]. And these centers allow us to go back in time,
to offer children the learning and discovery experiences, including those with nature,
that earlier generations took for granted. It's like the days when mothers told their
children to be home by dinner, and kids had the whole day to explore the neighborhood and
hang out with other kids and make their own fun.
Putting the Needs of Children First
Edutainment centers, to be effective, must value children as more
than economic consumers. The play itself must be the core value that is the foundation for
the center's mission. Community-based LBEs, unlike tourist attractions or regional LBEs
like theme parks, depend upon a high level of repeat visits from a loyal guest base.
Educated parents know a marketing gimmick when they see one, and that goes double for
kids. Children will try anything once or twice, but if an activity doesn't meet their
standards, they'll get bored and move on, as some pay-for-play providers are painfully
learning.
Edutainment centers must be designed with the long-term in mind. The
novelty and curiosity will fill almost any new LBE in the first few months. Successful
edutainment centers, though, must be based on prevailing values and cultures, with a
bonding to their neighborhoods and guests. Offering children a broad menu of play in a
playscape environment they can make their special world is an essential element of
success. Only if the center is developed based on the value of giving children the worlds
of play that their "imprisonment" denies them, and helping their parents fulfill
their role as parents, will the center succeed. Shortcuts won't work. The center must be
developed and operated from a holistically consistent perspective and stand for something
valuable from its guests' perspective.
If the center owner considers edutainment just a computer or game
with edutainment programming or the latest whiz-bang piece of equipment or technology,
guests will think of the center as a place of amusement. A true edutainment or play center
must reach beyond its for-profit structure, which makes parents suspicious that they're
being manipulated or exploited anyway, and stand for something greater than profit. It
must be seen by parents and children alike as an institution that exists to bring value to
their lives.
Moving Beyond Habitrails for Kids to New Kinds of Edutainment
Soft
modular play centers, operated on a pay-for-play basis, were the first incarnation of
edutainment centers. They were based upon the mistaken idea that indoor, safe, physical
play met the play needs of young children. Later centers were bigger and included rides,
games, and passive entertainment including animatronics, which was basically more of the
same. Some center operators looked to the early childhood education and children's museum
industries, and incorporated what our company refers to as "hands-on/discovery"
events. At the same time, aesthetics and theming, acoustics, quality operations, parents'
needs and strategic adjacency issues, including child and parent interaction, were
recognized as essential components for success.
The true children's edutainment center is the next generation and
will be a permanent development branch of this new, for-profit industry. There are no
rides, no technological gimmicks or virtual reality. This generation is based wholly on
"actual" reality and high touch. It offers children a place with the tools they
need to create their own magical worlds, where their imaginations rule and they can
develop their minds, souls and bodies. It's like what happens at Christmas when the kid
discards the latest toy and spends the afternoon playing inside the box it came in, where
the only special effects needed are a child's imagination.
This new kind of edutainment center recognizes that what's good for
adults isn't necessarily good for children, and that kids need a place where they can just
be kids. It is free from school rules and the adult-imposed programmed structure of most
of children's lives outside of school, where children learn by discovering for themselves.
The new edutainment center recognizes that all children are not
alike, that kids come in different ages and levels of development, and represent distinct
genders and cultures and experiences and with different degrees of the eight
intelligences. It is designed to avoid the interaction with parents that often innocently
manipulates and stifles children's play, with a staff that is skilled in professional play
leadership and knows when to leave kids alone.
It is not slick, manufactured, high-tech, or designer. The only
silicon you'll find there is in sand. There is water, and animals and critters of all
types, and chances to manipulate and create, to wonder and experiment, to pretend, to
interact with nature and with other children, to celebrate the joy of childhood. The
edutainment center is a place where children experience the magic that is their biological
birthright -- the ability to learn through exploration, discovery and the power of their
own imaginations.
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