when computer games started to be used for education purposes on a large scale, what was designated under the coined term edutainment became seen as a panacea for instruction
it sprung from the idea that if education and entertainment are combined, the education in these cases takes place and the participants hardly notice the process itself
edutainment often referred to computer base instruction that relied on some of the motivational aspects of a game, but focused more on learning and memorizing facts than on analyzing or engaging in other higher-lever cognitive processing in Bloom's taxonmy
Edutainment seems to work well to teach lower order thinking skills or to raise awareness and bring about social change
their limit however has tainted the use of the term edutainment, and today edutainment more often refers to the combination of one of the lowest forms of education with less than entertaining game play and the focus has shifted to serious games, designed to promote deep learning