Minecraft Education
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For this post, we asked one of our Clinical Fellows Bethan to provide an overview of Minecraft Education – a game-based learning platform from Minecraft which attempts to harbour an immersive, creative and classroom accessible online learning platform for learners. Here’s Bethan’s take:
N.B. The EduPLAYtion authors and Bethan have no conflicts of interest or endorsements to announce
Minecraft is a popular game targeted at children and young adults in which players create imaginary 3D worlds form the ground up. Recently, and excitingly for those of us interested in playful learning, the game has extended into the realms of education through the creation of Minecraft Education Edition.
For this post, we asked one of our Clinical Fellows Bethan to provide an overview of Minecraft Education – a game-based learning platform from Minecraft which attempts to harbour an immersive, creative and classroom accessible online learning platform for learners. Here’s Bethan’s take:
N.B. The EduPLAYtion authors and Bethan have no conflicts of interest or endorsements to announce
Minecraft is a popular game targeted at children and young adults in which players create imaginary 3D worlds form the ground up. Recently, and excitingly for those of us interested in playful learning, the game has extended into the realms of education through the creation of Minecraft Education Edition.
The motives? To bring aspects that learners enjoy in their
spare time into the classroom, to build skills fit for the 21st
century, to empower creation and self-expression in the classroom and much
more. Utilising creative and innovative digital strategies such as these also
acknowledges that the learners of today will need to be flexible and adaptable
in gaining skills for jobs that don’t even exist yet in a world of technology
beyond our imaginations.
From the outside looking in, it seems as though this learning
object can bring the classroom to life. Furthermore, in my experience, most
children already have the IT skills to play the game (I’ve seen a boy come
round from a general anaesthetic and the first words he uttered were “where is
my iPad?”). But whether or not you believe kids overuse technology, the fact is
its here to stay. By adding a new dimension to Minecraft, the learner’s passion
for the creation and innovation allowed within these programmes is mobilised
into learning key elements within the curriculum in the supported and directed
environment of the classroom. Not only
this, but so called ‘soft’ skills are also nurtured – looking at some of the
experiences gained by teachers using this tool - 98% said that the game
improved problem solving, a skill relevant in all walks of life.
So what examples are there of this game being put into
practice?
A school in California have integrated Minecraft into their
history curriculum. The challenge …. to build a settlement on the banks of the
Virginia coastline. Students have many elements to consider – where will be the
best place to build a home? How will food be grown? Will the settlement be
sustainable? During the game, situations arise that cause ethical dilemmas – encouraging
different teams to work together and show empathy to achieve a shared goal. This
arguably shows the ability of games-based learning strategies to triggers relational
and emotional learning. One student said that they discovered that working together
with members of different groups proved to be much more successful. “I am very
independent […] but working together can be even more important.”
Another school used architectural plans to reconstruct a
Roman city in the game. Providing an interactive platform in which to immerse
students in history. It also explored
how to modernise urban living with
emphasis on sustainability – a skill that is growing increasingly important.
So what were the key messages from the case studies of Minecraft
education?
1- Students are more engaged – especially kinesthetic
learners.
2- Improved teamwork and problem solving may be
demonstrated
3- Games increase the classroom “buzz” with
students being excited about their work – one must however consider whether
this actually aligns to deeper learning.
4- Ethical dilemmas during the game triggering a
deeper level of emotional learning.
Whilst not being immediately accessible or perhaps easy to implement in many areas of teaching, the basic underlying principles of enhancing teaching and learning through digital innovation and playful learning become clearer when we see such tools being applied in the real world. It’s certainly something I look forward to seeing develop in the future.
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