EDUTAINMENT IN COMPUTER SCIENCE LESSONS: EXPERIENCE OF IMPLEMENTATION IN KREMENCHUK SCHOOLS
DOI:
https://doi.org/10.31110/2413-1571-2021-030-4-006Keywords:
edutainment, game teaching practices, computer science, Kremenchuk secondary schools, visualization of educational material, competitions, webquestAbstract
Formulation of the problem. The paper deals with the results of the empirical study of the state of implementation of edutainment, i.e. learning through play, in secondary schools of Kremenchuk. The purpose of the study is to analyze the experience of implementing elements of edutainment in computer science lessons.
Materials and methods. To solve the tasks and achieve the goal of the study, a set of methods was used, the main of which are surveys (to identify elements of edutainment used by Kremenchuk teachers of computer science), comparative (to compare the spread of gaming practices in different schools) and mathematical statistics (for quantitative and qualitative analysis of empirical data). The survey was conducted online using Google Forms.
Results. Respondents were asked to answer three questions: are they familiar with game learning practices; do they find them useful; which of the practices proposed in the questionnaire they use in the educational process. Analysis of the results of the survey on the introduction of specific elements of edutainment in the teaching of computer science showed that the most common form is the visualization of educational material using multimedia. Training through competitions is implemented in 12 out of 28 educational institutions. Webquest is involved in computer science lessons in six schools. It is worth noting that together all the elements of game learning proposed in the questionnaire are also used in these six educational institutions. It should be noted that these six educational institutions are the leading Kremenchuk secondary schools. The analysis of the introduction of elements of edutainment in computer science lessons in Kremenchuk secondary schools is carried out for the first time, i.e. this monitoring is only the first step for further, more detailed research. The article contains a set of practical recommendations for the wider introduction of various forms of edutainment in computer science lessons in Kremenchuk schools; in particular, this applies to such a popular form today as a webquest. Teachers’ awareness of the expediency and effectiveness of learning through play allows for the introduction of elements of edutainment.
Conclusions. The survey showed that in most educational institutions there are some restrictions on the use of specific forms of edutainment: if the visualization of educational material is used in all schools, then competitive forms of learning and especially web quests need the attention of computer science teachers. The study proves the expediency of a wider introduction of the webquest as a tool to increase the cognitive activity of students, as well as their motivation to study computer science.
Downloads
References
Барболіна Т. М. Шкільний курс інформатики та методика його викладання: Навчальний посіб. Полтава: Полтав. держ. пед. університет ім. В.Г. Короленка, 2007. Ч. 1. Загальна методика. 124 с.
Безуглий Д. С. Візуалізація як сучасна стратегія навчання. Фізико-математична освіта. 2015. № 1 (7). С. 146–149.
Крутій К. Едьютейнмент: навчання як розвага. Дошкільне виховання. 2017. №1. URL: http://ukrdeti.com/ edyutejnment-navchannya-yak-rozvaga.
Семеніхіна О., Юрченко А. Професійна готовність використовувати засоби комп’ютерної візуалізації у роботі вчителя: теоретичний аспект. Наукові записки. Серія: Проблеми методики фізико-математичної і технологічної освіти. Кропивницький: РВВ КДПУ ім. В. Винниченка, 2017. Вип. 11. Ч. 4. С. 43–46.
Семеніхіна О., Юрченко А. Уміння візуалізувати навчальний матеріал засобами мультимедіа як фахова компетентність учителя. Науковий вісник Ужгородського національного університету: Серія «Педагогіка. Соціальна робота». Ужгород: Видавництво УжНУ «Говерла». 2014. Вип. 33. С. 176–179.
Семко Л., Самойленко Н. Методичні підходи до вивчення інформатики в основній школі. Наукові записки. Серія: Проблеми методики фізико-математичної і технологічної освіти. Вип. 7. Ч. 2. Кіровоград, 2015. С. 76–82.
Aksakal N. Theoretical View to the Approach of the Edutainment. Social and Behavioral Sciences. 2015. Vol. 186. pp. 1232–1239.
Corona F., Cozzarelli C., Palumbo C., Sibilio M. Information technology and edutainment: Education and Entertainment in the age of interactivity. International Journal of Digital Literacy and Digital Competence. 2013. Vol. 4. pp. 12–18.
Corona F., Perrotta F., Polcini E. T., Cozzarelli C. The new frontiers of edutainment: The development of an educational and socio-cultural phenomenon over time of globalization. Journal of Social Science. 2011. Vol. 7. pp. 408–411.
Danielsson K. Modes and meaning in the classroom – The role of different semiotic resources to convey meaning in science classrooms. Linguistics and Education. 2016. Vol. 35. pp. 88–99.
Fee A., Budde-Sung A. E. K. Using video effectively in diverse classes: What students want. Journal of Management Education. 2014. Vol. 38. pp. 843–874.
Mukherjee S. Role of multimedia in education. Edelweiss Applied Science and Technology. 2018. Vol. 2. Iss. 1. pp. 245–247.
Němec J., Trna J. Edutainment or Entertainment Education Possibilities of Didactic Games in Science Education. In Němec J. (ed.) The evolution of children play – 24. ICCP Word Play Conference. Brno: Pedagogická fakulta, Masarykova univerzita, Brno, 2007. URL: http://www.iccpplay.org/documents/brno/nemec_trna.pdf.
Nicholls M. Digital Visualisation in Classics Teaching and Beyond. Journal of Classics Teaching. 2016. Vol. 17. Iss. 33. pp. 27–30.
Okan Z. Edutainment: Is Learning At Risk? British Journal of Educational Technology. 2003. Vol. 34. Iss. 3. pp. 255–264. URL: https://doi.org/10.1111/1467-8535.00325.
Zeedyk M. S., Wallace L. Tackling children’s road safety through edutainment: an evaluation of effectiveness. Health Education Research. 2003. Vol. 18. Iss. 4. pp. 493–505. URL: https://doi.org/10.1093/her/cyf033.
Downloads
Published
How to Cite
License
Copyright (c) 2021 Олена Грицюк, Варвара Черненко, Лариса Максимова

This work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License.
- Authors grant the journal a right of the first publication of the work under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License (CC BY-NC-SA 4.0)that allows others freely to use (read, copy and print) submissions, search content and link to published articles, disseminate their full text and use them for any legitimate non-commercial purposes (i.e. educational or scientific) with the mandatory reference to the article’s authors and initial publication in this journal.
- Original published articles cannot be used by users (exept authors) for commercial purposes or distributed by third-party intermediary organizations for a fee.

