Edutainment in the practice of a modern school: technologies, efficiency, prospects

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Abstract

the aim of the article is to analyze and evaluate the effectiveness of edutainment technologies in a modern school by analyzing specific cases (Minecraft: Education Edition, Kahoot!, BrainPOP), identifying limitations (risk of content simplification, digital inequality). The article offers recommendations for teachers. The scientific novelty of the work is a systematic analysis of the practical results of the implementation of edutainment based on research data from 2020-2024, including a meta-analysis of studies on Kahoot! and cases of Finnish schools. The work focuses on quantitative indicators of improving collaboration skills and academic results; the problem of technological inequality in the regions of the Russian Federation; the role of artificial intelligence in the personalization of learning.

About the authors

M. V Reimer

Kaluga State University named after K.E. Tsiolkovsky

Email: m.casatkina2011@yandex.ru

I. D Goncharov

Kaluga State University named after K.E. Tsiolkovsky

E. E Panfilova

Kaluga State University named after K.E. Tsiolkovsky

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