Imira Entertainment is based in Spain and specializes in kids and family entertainment content -- the latest from the company is 'Darwin & Newts.' The educational program is made possible with its partnership alongside another edutainment platform, Da Vinci Kids. The new show is focused of STEM topics, following two siblings as the main characters. The two go on adventurous journeys and experiments with engineering and science principles while exploring what nature has to offer.
The target audience is between four to seven years old and offers supplementary educational activity fact sheets as well as short form gamified video clips that can be found on social media. VP of Media Sales at Imira Entertainment, Gulshan David states, "We are delighted to have this beautiful animation title Darwin & Newts which has humour, imagination and meaningful educational takeaways for preschool children. With this partnership, the show will now be available to the collective global subscribers of both Azoomee and Da Vinci Kids via connected TV, linear channels and mobile apps."
STEM-Centric Entertainment Platforms
Darwin & Newts Follows Two Siblings Taking on New Adventures
Trend Themes
1. STEM Education Programs - There is a growing need for educational programs that not only aim to entertain kids but also teach them about science, technology, engineering, and math (STEM) principles.
2. Edutainment Partnerships - Collaborations between edutainment platforms, such as the partnership between Imira Entertainment and Da Vinci Kids, are becoming more popular, providing opportunities for companies to create innovative new shows.
3. Gamified Educational Content - Short form gamified video clips are becoming a popular way of engaging younger audiences in educational content and creating opportunities for businesses to develop interactive content with learning outcomes.
Industry Implications
1. Entertainment - Entertainment companies have the opportunity to leverage their expertise in creativity and storytelling to produce educational content that is engaging and informative for children.
2. Edtech - Educational technology companies can partner with entertainment platforms to create new learning experiences that are both engaging and effective and to explore innovative methods of gamification and interactivity for educational content.
3. Publishing - Publishing companies can integrate gamified educational content with print materials to create a holistic learning experience for children and offer new solutions that bridge the gap between digital and analog learning.