The introduction of computers and the Internet has affected traditional educational environments, enabled implementation of a large variety of edutainment types in the learning process thus radically transforming educational paradigm by strengthening the relationship between learning, new media and play. Although, elements of edutainment were already implemented in the educational process sporadically, with the advancement of ICT it has become immensely popular and commercially successful with students, teachers, parents and children. In the past, however, edutainment existed but it was not highly utilized while today we are facing a growing number of adults that have grown up with technology, entertainment and computer games. Paper examines how ICT through new media and game-based learning has enhanced educational process. Edutainment is an ever expanding arena for new products and new ways of incorporating technology and fun into the learning process. An overview of the edutainment field presenting its strengths and weaknesses based on the body of literature is given. The main purpose of edutainment is to promote student learning through usage of entertainment which has become more accessible and easier to incorporate into the educational process. The theoretical background is used to classify types of edutainment and discus the necessity of connecting the edutainment principles with the generic competences crucial for the employability of student.