Minecraft in Schools
😎 "Why Educators Should Use Minecraft in the Classroom" (James Drzewiecki)
(http://www.educationworld.com/a_tech/benefits-minecraft-classroom-students.shtml)
★★★★
"Available game modifications, called mods, add a variety of gameplay changes. One mod, MinecraftEdu, is designed to make the game more classroom-friendly. The mod allows educators to incorporate their own curricular content and run a custom server for each of their classes."
"Minecraft is also a very social game, where students can rely on other players for help in the sometimes-unforgiving Minecraft world."
😎"How Minecraft Is Becoming A Teaching Tool In Schools" (Joe Long)
"Government 'behaviour czar' brands Minecraft too gimmicky for use in schools"
(Matt Kamen)
Link Title
★★★
👨🏻🏫 Lori M. Takeuchi & Sarah Vaala
Level Up Learning
★★★★★
😎 "Microsoft is bringing Minecraft into the classroom" (Hope King)
(http://money.cnn.com/2016/01/19/technology/microsoft-minecraft-education/index.html)
★★★★
Minecraft is an insanely popular online video game that allows players to build their own virtual worlds using blocks. More than 22 million people own the game, and more than 7,000 classrooms in 40 countries already have MinecraftEdu.
"It's not that it helps kids learn different," Rafranz Davis said in a video statement. "[It's that] it helps us see the way that they learn different, and I think that is the biggest game changer." She's a teacher and technology planning administrator in Texas.
While some may fear that the game will decrease the amount of time kids spend socializing, Davis has found the opposite to be true.
"The first time, there is that fear," she told CNNMoney. But it's great for group projects, she added, and students end up training teachers sometimes.
Some teachers use it to teach math concepts like ratios and proportions, while others use it to support student creativity and collaboration.
Jacqui Murray, a K-8 technology teacher of 15 years.
My students hang my picture in the Teacher Hall of Fame every time I let them play Minecraft in the classroom, which I do regularly. Of course, I provide guidelines, which they love.
It’s fascinating that today’s game-playing youth want a set of rules they must beat, parameters they must meet, levels (read: standards) they must achieve, and a big goal (think: graduation) they can only reach after a lot of hard work, intense thinking, and mountains of problems. Look into the eyes of a fifth grader who just solved the unsolvable — something most adults s/he knows can’t do. You’ll remember why you’re a teacher
Speaking to The Times (paywalled), Bennett said: "I am not a fan of Minecraft in lessons. This smacks to me of another gimmick which will get in the way of children actually learning."
He added, mimicking language used in the recent US election campaign by president-elect Trump, "removing these gimmicky aspects of education is one of the biggest tasks facing us as teachers. We need to drain the swamp of gimmicks."
Researchers at RMIT University in Australia found that playing online makes kids smarter, helping them apply skills.
The team's research, lead by associate professor Alberto Posso, found that students who played online games 'almost every day' scored 15 points above average in maths and 17 points above average in science, based on the Australian education system.
Bennett's comments have not been well received by the UK's community of game developers. Ian Livingstone, co-founder of Games Workshop and the Fighting Fantasy gamebooks, has gone so far as calling out Bennett as a luddite for his stance.
Clearly tombennett71 believes a child should rote learn silica sand + heat = glass rather than learning-by-doing in Minecraft. #luddite https://t.co/To3Q6OZq2E
— Ian Livingstone (@ian_livingstone) November 21, 2016
Nearly three-quarters (74%) of K-8 teachers report
using digital games for instruction. Four out of five of
these teachers say their students play at least monthly,
and 55% say they do so at least weekly. Digital gameusing
teachers also say they’re using games to deliver
content mandated by local (43%) and state/national
curriculum standards (41%), and to assess students on
supplemental (33%) and core knowledge (29%).
Nearly three
quarters (71%) of digital game-using teachers report
that games have been effective in improving their
students’ mathematics learning. However, only 42%
report the same about their students’ science learning,
despite research suggesting that games are well
suited for teaching complex scientific concepts.
Just 8% of K-8 teachers
report receiving pre-service training on digital game
integration. Teachers without formal training aren’t
being exposed to the broader range of instructional
strategies that can enhance and facilitate digital
game integration
We offer two possible explanations for the underrepresentation
of immersive games in classrooms. First, they
require longer stretches of gameplay and can take several
days or even weeks to complete, which make them
tough to fit within a class period or lesson unit. This
may explain why K-8 teachers report using shorter-form
genres like drill-and-practice, trivia, and puzzle games
more often than longer-form simulation, action/adventure,
and role-playing genres (Richards et al.; 2013). Second,
there is still a relative paucity of immersive games
that are suitable for use in K-8 settings. For younger
students in particular, online lesson systems and drilland-practice
apps are plentiful, while immersive games
with educational objectives are not.
[👨🏻🏫] Richard Van Eck
"Digital Game-Based Learning: It's Not Just the Digital Natives
Who Are Restless…."
Although it’s true that games have been empirically shown to teach lowerlevel
intellectual skills and to improve physical skills, they do much more than this.
Games embody well-established principles and models of learning. For instance, games
are effective partly because the learning takes place within a meaningful (to the game)
context. What you must learn is directly related to the environment in which you learn
and demonstrate it; thus, the learning is not only relevant but applied and practiced
within that context. Learning that occurs in meaningful and relevant contexts, then, is
more effective than learning that occurs outside of those contexts, as is the case with
most formal instruction. Researchers refer to this principle as situated cognition and have
demonstrated the effectiveness of this principle in many studies over the last fifteen
years.
Researchers have also pointed out that play is a primary socialization and
learning mechanism common to all human cultures and many animal species. Lions do
not learn to hunt through direct instruction but through modeling and play. Games,
clearly, make use of the principle of play as an instructional strategy.
An example of an adult assimilating information might be that when a
man turns the key in the ignition of his car and the engine does not turn over, and in the
past this has been due to a dead battery, he is now likely to identify the problem as a
dead battery. Accommodation involves the process whereby we must modify our
existing model of the world to accommodate new information that does not fit into an
existing slot or category. This process is the result of holding two contradictory beliefs.
In the previous example, should the man replace the battery and experience the same
problem, he finds that the engine not starting both means and does not mean a dead
battery. Accordingly, our stranded motorist must adjust his mental model to include
other problems like alternators and voltage regulators (although perhaps only after an
expensive trip to his auto mechanic). This process is often referred to as cognitive
disequilibrium. Piaget believed that intellectual maturation over the lifespan of the
individual depends on the cycle of assimilation and accommodation and that cognitive
disequilibrium is the key to this process.
Games that are too easily solved will not be
engaging, so good games constantly require input from the learner and provide
feedback. Games thrive as teaching tools when they create a continuous cycle of
cognitive disequilibrium and accommodation while also allowing the player to be
successful.
Entertainment Arts (EA), a game-development
company, and the National Endowment for Science, Technology, and the Arts (NESTA)
in the United Kingdom have entered into a joint partnership to study the use of COTS
games in European schools, and similar initiatives are being proposed in the United
States. If the United States is like the United Kingdom, where 60 percent of teachers
support the use of games in the classroom,11 the United States may be well-positioned
to begin generating the evidence (through the use of COTS games) that the game
industry needs to begin developing serious games.
We asked teachers to rate how effective digital games
have been in improving student learning in 10 subject
and skill areas (see Chart 19b). Mathematics ranked
highest, with 71% of GUTs reporting that digital games
have been either effective or highly effective in improving
their students’ math learning. Computer and Technology
Content and Skills ranked in second place, with 65% of
GUTs reporting that digital games have improved student
learning in this area. On the other end of the scale,
only 26% of teachers said that digital games have been
effective/highly effective at improving students’ Art or
Culture learning. However, a sizable proportion—42%—
was unable to say whether games were effective for
teaching Art or Culture at all (they either indicated not
sure or said this question was not applicable to their
position). Science ranked between the extremes: 42%
percent of GUTs reported that digital games have been
effective/highly effective, while a quarter (25%) said
they’ve been slightly effective in improving student science
learning. A full 30% were unable to comment on
the efficacy of digital games in improving their students’
science learning (not sure/not applicable).
📘 James Paul Gee
[What Video Games Have to Teach Us about Learning and Literacy ]http://mason.gmu.edu/~lsmithg/jamespaulgee2print.html
The meanings of signs (words, actions, objects, artifacts, symbols, texts, etc.) are situated in embodied experience. Meanings are not general or decontextualized. Whatever generality meanings come to have is discovered bottom up cia embodied experience
Learning is set up in such a way that learners come to think consciously and reflectively about their cultural models about learning and themselves as learners, without denigration of their identities, abilities, or social affiliations, and juxtapose them to new models of learning and themselves as learners
29) Transfer Principle
Learners are given ample opportunity to practice, and support for, transferring what they have learned earlier to later problems, including problems that require adapting and transforming that earlier learning
👨🏻🏫BokyeongKimaHyungsungParkbYoungkyunBaekc Not just fun, but serious strategies: Using meta-cognitive strategies in game-based learning★★★★★
The purpose of this study is to explore the effects of the meta-cognitive strategies on the academic and gaming achievements. Exploring the effects of those achievements on the social problem solving of students is also of interest. For this purpose, the MMORPG Gersang was used. The participants, consisting of ninth graders, played the game until they all reached the third level to ensure that they have the same gaming ability prior to gaming for the study. Three meta-cognitive strategies were developed: self-recording, modeling and thinking aloud. Those strategies are specially related to gaming activities and applied in pre-gaming activities, gaming activities, and post-gaming activities. Three meta-cognitive strategies were set as independent variables. The social problem solving ability was set as a mediating variable, and academic achievement and scores in the game were chosen as dependent variables. The path between meta-cognitive strategies and both academic achievement and game performance by mediating social problem solving abilities were discovered. The social problem solving ability, which is the mediating variable, affects the academic achievement and the game performance very strongly. These results imply that a commercial game playing in conjunction with meta-cognitive strategies can be an effective way to increase students’ performance both in learning and gaming by keeping them involved.
📰 Samuel Horti
Should kids be taught in schools using Minecraft?
★★★
He takes exception to Bennett calling the game a “gimmick” – lots of the technology that is used in classrooms now, like interactive whiteboards and even projectors, initially received similar labels, he argues. “If people say it’s a gimmick they usually don’t understand the full potential. The way we engage with information is constantly evolving, and the people that can’t keep up are often the biggest critics. I’d certainly be happy to stand in a room with Tom [Bennett] and say that to him.”
The appeal of Minecraft: Education Edition is obvious. Adam Chase teaches Year 5 students at Old Hall Primary School in Bury, and first used Minecraft in the classroom after he heard his students talking about the game. “We spend so much time trying to get children interested in stuff, and they were already interested, so I thought I might as well use it,” he tells me.
He’s built the Pyramids of Giza when teaching about Ancient Egypt, and an Anglo-Saxon village in History. But he’s used it in more imaginative ways as well: when teaching his class about Philip Pullman’s The Firework-Maker’s Daughter, his students collaboratively built the volcano from the book in which a fire god lives. They then walked through it one by one and described the experience. “Living in Bury, it’s quite hard to describe what it’s like to walk inside a volcano and meet a fire god,” he says. “It’s a little bit easier once you’ve built the volcano, which collaboratively took them half an hour.”
Plus, it’s got individual children to try new things: one girl who excelled in every subject except art is now passionate about design. “She says her hands don’t do what her brain wants them to, but in Minecraft she can do it, so she’s enjoying the engineering side. Another student used Minecraft to complete some homework on natural disasters: “He created a tsunami frozen in time ready to hit a Japanese town. He spent four hours on it, this lad never spends four hours on his homework. He’d looked at pictures of Japanese villages and applied it, and he’d also made a tsunami proof shelter.”
Last November, Microsoft released Minecraft: Education Edition, an enhanced version of the game that has extra tools for teachers to plan and set up lessons, whether that’s recreating a Shakespeare play or building the Great Pyramids. They can build worlds faster than usual, monitor their students’ activity and help them build online portfolios of their work.