International Journal of Game-Based Learning · 2014 · 75 citations · 12 references
EducationEducational TechnologyCreativityInstructional DesignPlay-based LearningEducational Game DesignGame-based LearningVideo Game StudiesCase Study MethodologyDigital Game-based LearningGame Design For LearningLearning OpportunitiesPlay-based Learning Environments
Many scholars are enthusiastic about the potential learning opportunities present in the sandbox-style gaming environment, Minecraft. In the following case study, the authors explored the use of Minecraft in a high school literature class and the presentation of characterization and plot in three student-made machinima, or films made in the game world. The authors demonstrate that Minecraft offers a unique opportunity for students to display their creativity and understanding of concepts in ways that are more feasible than if they were attempted in the “real” world. It is also relevant to point out that the epistemology associated Minecraft is constructionist in its nature, which implicates a different style of instruction than is typically employed in the U.S. classroom. The authors pose some questions about the diffusion of games like Minecraft in the future, based on their discussion of similar technologies in the past.
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What Video Games Have to Teach Us about Learning and Literacy
Education + Training · 2004 · 6.7K citations · Full text
Video Games and the Future of Learning
David Williamson Shaffer, Kurt R. Squire, Richard Halverson et al. · Phi Delta Kappan · 2005 · 1.1K citations
A casual revolution: reinventing video games and their players
Choice Reviews Online · 2010 · 891 citations
Social Sciences, Design, Game Theory +12