The rise of Edutainment Startups, and how do they solve the "Efficacy" problem
What do the new "Edutainment" startups solve
Educators have traditionally viewed edutainment with suspicion, as it is often associated with inferior teaching methods that haven't added a lot of "Efficacy”.
With the ability to both educate the next generation and create a burgeoning industry, Efficacious Edutainment has been seen as a growing field. Recently startups like Pressto Prisms of Reality and Sparkwise have added significant fuel to its rise. But what makes them very successful in this? Let's figure it out.
The next generation of learners, including Gen Z and Gen Alpha, are growing up in a digital world where devices provide them with easy access to vast amounts of information. They are accustomed to engaging visuals, videos, and interactive games that can be easily accessed with just a few taps or clicks.
And this makes educators make use of the "#GIST" framework.
1. Gamification: Application of incentives and storytelling (e.g., gaming). One such example is The Social Institute which launched the #WinAtSocial gamified, best-in-class social-emotional curriculum. Other notable players include Pressto Legends of Learning and many more.
2. Immersiveness (e.g., multimedia including AR/VR, personalized generative AI content).
The core concept is about simulating complex real-life situations using role-playing, exploration, and narrative storytelling. Anurupa Ganguly, CEO of Prisms of Reality believes in the power of spatial reasoning for helping kids with maths.
3. Social Collaboration (e.g., multi-player).
"Humans have a natural inclination for social interactions and play, which has led to the incorporation of group work in traditional in-person learning.
Players like Sparkwise ClassDojo now offer seamless virtual collaboration opportunities through escape rooms, hacking leagues, and online clubs
4. Timeliness (e.g., on-the-go, spot training, micro-courses). NextGen HQ's AI-enabled personalized learning app helps learners with Just-in-time learning for new skills and discrete tasks like homework completion.
In the coming years, several influential startups in the field of #edutainment will rise. These companies will merge innovative technology and instructional design to produce tailored learning experiences.
The distribution potential of the internet allows for exponential growth for exceptional products. Will the next big learning company be direct to consumers and add "Efficacy" to Edutainment?