Edutainment - innovative training techniques 2300-MS2-TKM-EIT
Topics implemented during the classes:
1. Creativity and innovation. Creativity training.
• The need for innovation
• Innovation and the European Union
• Conceptual barriers on the road to European creativity
• Three dimensions of innovation
2. The history of edutainment - radio play, series, film, computer games
3. Edutainment techniques used in training - gamification, combining entertainment activities with educational activities:
• geocaching
• questing
• Examples of computer games using the idea of edutainment
• Examples of board games used in the context of edutainment / educational games design
• A comic as a form of edutainment
• Happening
• Educational escape room
• Virtual reality in education (extended reality in the context of educational activities in selected areas).
• Social media as an educational space
4. Methods of training with the use of edutainment methods
• Entering entertainment activities into the training process while maintaining their educational values
• Ways to design training using the idea of edutainment
- Edutainment and checking the knowledge of the participants acquired during the training - methods of evaluation
Type of course
Prerequisites (description)
Course coordinators
Learning outcomes
Knowledge: the student knows and understands
1. The term edutainment and the idea of combining entertainment with activities with educational values
2. The history of edutainment methods
3. Training methods using the idea of edutainment
4. Ways to preserve the educational value while designing the training with edutainment methods
5. The need to implement innovations in standard solutions in the context of the European Union's assumptions
Skills: student can do
1. Design an educational activity in the form of edutainment
2. Create an educational game project
3. Design a fanpage having educational values
4. Use edutainment methods to evaluate the training process.
Social competences: the student is ready to:
1. Cooperation with other members of the group, active support, constructive criticism and evaluation of entertainment projects in terms of their educational values
2. Effective use of the knowledge gained during classes to communicate during the training process with edutainment methods
3. Engage the other group members in the edutainment activities they have designed
4. Active management of the micro-training process (during classes) and responding to the needs, dilemmas or possible difficulties of the participants while doing exercises / tasks / games / quizzes
Assessment criteria
A. Presence and active participation in classes
B. Preparation of the educational project (together with a small group - 2-3 people) using the edutainment method and presenting it to the group during classes in the form of an exercise
Notes
Term 2024Z:
None |
Term 2025Z:
None |
Additional information
Additional information (registration calendar, class conductors, localization and schedules of classes), might be available in the USOSweb system: