DIGITAL LIBRARY
WHERE EDUTAINMENT GAMES ARE LOST WHEN THEY ARE SO NEEDED
Fakultet Tehničkih Nauka, Novi Sad (SERBIA)
About this paper:
Appears in: EDULEARN21 Proceedings
Publication year: 2021
Pages: 10906-10914
ISBN: 978-84-09-31267-2
ISSN: 2340-1117
doi: 10.21125/edulearn.2021.2264
Conference name: 13th International Conference on Education and New Learning Technologies
Dates: 5-6 July, 2021
Location: Online Conference
Abstract:
We are witnessing a surprising reluctance to use video games as a form of edutainment media in the current semi-imposed onslaught of online teaching and learning. Despite many attempts to unburden teachers as well as the parents through various unconventional teaching methods, edutainment video games are surprisingly overlooked as a potential learning tool. A frequently used solution for presenting completely unknown material to younger students is edutainment, a combination of education and entertainment media, which includes video games. While video games, especially on mobile devices, have earned the reputation of being addictive, mind-numbing waste of time, there are more and more instances of video games being used for educational purposes. Researches on Games in Education have shown that games motivate the learners to try to develop their knowledge whilst they perform in a pleasant virtual world in order to achieve the goals proposed. While edutainment video games are often maligned for their lack of entertainment value, it could be argued that their quality has improved in recent decades. Apart from a brief history of edutainment media with an emphasis on video games, this paper discusses the established principles of edutainment, and points out its advantages and disadvantages. It could be argued that most of the reasons for edutainment video games‘ unpopularity can be seen in their many unsuccessful examples from the past.
Keywords:
Edutainment, learning through play, online teaching.