The game Plague Inc., known for many years, has experienced a rapid surge in popularity against the background of the spread of the COVID-19. This article describes the results of an experiment using the game Plague Inc. in teaching students (future teachers of geography and biology). During the study, three control groups of students (future teachers of geography and biology, future teachers of mathematics, physics and computer science and future bioecologists (non-pedagogical specialty)) were identified to compare the data obtained and to find out whether there is a correlation between the students’ future profession, the successful completion of game levels and the assessment of its realism. The results showed that the implementation of the concept of edutainment in the learning process increases the level of motivation (makes learning more attractive for the students), provides easier and faster assimilation of the material, develops interdisciplinary connections, promotes the expansion of erudition and encourages to learn more about the studied topic, but at the same time and makes new demands on the teacher. In modern conditions, he must be deeper immersed in digital technologies and the gaming industry in order to be able to adequately select the necessary tools for his professional activity. Together with tracking modern trends, this will allow him not to lose touch with the younger generation, which contributes to a better understanding of each other, and, accordingly, easier communication. Despite the obvious successes over the past decade, further and deeper integration of gamification and edutainment into the educational process is required.

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