2021
DOI: 10.21432/cjlt27990
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Teaching with Sandbox Games: Minecraft, Game-Based Learning, and 21st Century Competencies

Abstract: In this paper, we present the findings of a research study, working with 12 educators in a large urban school board in Ontario using Minecraft for 21st century competency development. We identify a number of pedagogical moves teachers made to support 21st century learning through communication and collaboration, both in the classroom and in the game world, and three approaches to play, directed/guided, scaffolded, and open, that represented a three tiers of critical thinking and creativity/innovation. We argue… Show more

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Cited by 8 publications
(5 citation statements)
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“…The game is a modified version of Minecraft and features classroom controls along with a variety of resources [ 72 ]. MinecraftEDU encourages creativity, promotes in-class collaboration, and allows for cross-classroom and cross-curricular instruction [ [73] , [74] , [75] , [76] ]. These elements help alleviate tedium from making decisions by clicking and answering questions.…”
Section: Methodsmentioning
confidence: 99%
“…The game is a modified version of Minecraft and features classroom controls along with a variety of resources [ 72 ]. MinecraftEDU encourages creativity, promotes in-class collaboration, and allows for cross-classroom and cross-curricular instruction [ [73] , [74] , [75] , [76] ]. These elements help alleviate tedium from making decisions by clicking and answering questions.…”
Section: Methodsmentioning
confidence: 99%
“…Zooming into these pertinent contexts, the game-based education situates itself in classroom settings, and explores how game designs and gamification can be garnered to improve curriculum development (Gilliam et al, 2016), teaching strategies (Hamari & Nousiainen, 2015;Hébert & Jenson, 2019), students' in-class motivation (Huizenga et al, 2009), assessment of learning outcomes (Kalmpourtzis & Romero, 2020), and students' achievements in pertinent school subjects (Lei et al, 2022), among others. Over time, education researchers have investigated and advocated for the benefits of game-based approaches, compared to conventional instructional methods, in utilizing game features to overcome hierarchical power dynamics (Gkogkidis & Dacre, 2020) and thereby drive engagement of all involved parties (Abdul Jabbar & Felicia, 2015).…”
Section: Game-based Approachmentioning
confidence: 99%
“…Creative World was identified for its emphasis on creativity and design [89]. These environments allow students to build, create, and experiment in a sandbox-like setting, fostering creativity, innovation, and design thinking [90]. The selection was based on the increasing importance of creative skills in modern education and the ability of these worlds to provide a canvas for imaginative expression.…”
Section: Selection For Analysismentioning
confidence: 99%