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Compatibility of Edutainment and Traditional Methods in the University’s Educational Environment

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The World of Games: Technologies for Experimenting, Thinking, Learning (PCSF 2023)

Abstract

The introduction of digital game-based learning, focused on the main professional goals, allows stimulating the active cognitive activity of modern students and goes in line with the psychological portrait of generation Z. The article provides an overview of modern publications on the application of edutainment in higher education and offers methodological recommendations of the authors on this issue based on the experience of teaching at the Financial University. The possibilities of implementing edutainment with a profile focus in the study of non-major disciplines at a University with economic direction of instruction. In particular, foreign language and mathematics are considered. The compatibility of edutainment technology and traditional methods of teaching these subjects is substantiated and demonstrated by examples. The authors expand on creative, competitive effort on generating interactive forms in Excel, designed for first-year bachelors in Digital Mathematics. The feedback of students on this task is analyzed. The article describes the results of a survey of first- to fourth-year students and their lecturers and instructors regarding their attitude to game-based learning. Trends have been identified that show a shift in emphasis from full acceptance of the game at any time and in any situation (playing for the sake of playing) in the first year, to the perception of the game as an opportunity to make the learning process interesting (learning in the game) in subsequent years. The interest in obtaining professional skills in the game edges highest among freshmen and graduates. The authors draw the conclusion that the use of edutainment in higher education should be based on a professional context.

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Correspondence to Irina K. Stepanyan .

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Dubinina, G.A., Konnova, L.P., Stepanyan, I.K. (2023). Compatibility of Edutainment and Traditional Methods in the University’s Educational Environment. In: Bylieva, D., Nordmann, A. (eds) The World of Games: Technologies for Experimenting, Thinking, Learning. PCSF 2023. Lecture Notes in Networks and Systems, vol 830. Springer, Cham. https://doi.org/10.1007/978-3-031-48020-1_22

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