Welcome to Edutainment 3.0

Education is entering a new era.On one side, there’s the emergence of entirely new institutions - creator-led courses, venture and brand-backed universities, and democratized learning through software and smartphones.On the other, individuals are investing more in learning, and organizations of all sizes are realizing the importance of creating talent flywheels.

The world of learning is changing form, and changing fast.

Edutainment 3.0 is a movement integrating active learning, storytelling, design, community, and immersive technology.

It has the potential to make learning as intuitive, dynamic and effective as the products and services we most love to interact with.

Fueled by seismic shifts in culture, media and technology, we see enormous potential - and 8 key themes emerging:


We’re excited to announce the first in a series of projects exploring and creating experiences, content and products that blend education and entertainment.

The Edutainment 3.0 report is a deep dive into these 8 trends, plus a history of Edutainment, recommendations and best practices, plus a series of co-creation workshops.


About the report

This is a trends report, but not like you’ve seen it before. The report is a 3 act story. Each act is made up of a number of scenes, and has different characters appearing.

Act 1: Setting The Stage

  • S1: What’s in a name?
  • S2: Building Blocks: continuums, models and venns
  • S3: The 3.0 Formula: our formula for unlocking magic

Act 2: How we got to now

  • S1: Baby Steps: from Ancient to Modern
  • S2: Edutainment 1.0: Childhood - 1950s-1980s
  • S3: Edutainment 2.0: Adolescence - 1990s-2010s
  • S4: The Precipice: Work & Play - 2010s-2020

Act 3: Edutainment 3.0

  • S1: Young Adulthood: What’s different now
  • S2: In The Wild - 8 themes driving this shift & live projects
  • S3: Opportunities and best practices

Access the express slide deck version >

Dive into the full microsite >

Curious to learn more? Get in touch >

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