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Minecraft Education is a digital game-based learning platform that is thought to support the development of twenty-first century competencies and skills. The purpose of this study is to explore primary students' experiences of using Minecraft Education during an innovative national project-based initiative. The initiative had two phases: 1) educational episodes for teachers and students on how to use the platform and 2) a national competition that required students to re-imagine a sustainable version of their community. We used a mixed-methods design with a sample of classes taking part in the initiative. First, third to sixth class students ( = 173) completed a survey that examined: 1) learning opportunities with Minecraft Education, 2) ease of use, 3) usefulness, and 4) enjoyment. Eight focus group interviews were then conducted with a subsample of sixth class students ( = 30). Students indicated that 1) there were good opportunities for learning with Minecraft Education, particularly for creativity and collaboration, 2) the platform was easy to use and useful and, 3) using Minecraft Education was enjoyable. Thematic analysis of the qualitative data identified five themes: 'collaboration', 'opportunities for creativity', 'immersive learning environment', 'student engagement', and 'technology and digital skills'. This research highlights the value of innovative project-based learning activities with Minecraft Education for supporting student learning.
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http://dx.doi.org/10.1007/s11528-023-00851-z | DOI Listing |
Biophysicist (Rockv)
August 2025
Center for Biophysics and Quantitative Biology, University of Illinois at Urbana-Champaign, Urbana, IL, USA.
Many microscopic images and simulations of cells give results in different kinds of formats, making it difficult for people lacking computational skills to visualize and interact with them. Minecraft-known for its three-dimensional, open-world, voxel-based environment-offers a unique solution by allowing the direct insertion of voxel-based cellular structures from light microscopy and simulations into its worlds without modification. This integration enables Minecraft players to explore the ultrastructure of cells in a highly immersive and interactive environment.
View Article and Find Full Text PDFAdv Physiol Educ
September 2025
Western Sydney University, Campbelltown, New South Wales, Australia.
Video games have been used more frequently in educational settings in recent years. Research investigating the efficacy of games with an educational focus is predominantly utilized in primary and secondary school settings, but educational games with sufficient complexity could have utility in tertiary education. Minecraft Education Edition (MEE) is an immersive, three-dimensional (3-D) game where players/students have freedom to use and manipulate a variety of blocks, akin to "virtual Lego.
View Article and Find Full Text PDFNat Commun
April 2025
Centre for Adaptive Rationality, Max Planck Institute for Human Development, Berlin, Germany.
Human cognition is distinguished by our ability to adapt to different environments and circumstances. Yet the mechanisms driving adaptive behavior have predominantly been studied in separate asocial and social contexts, with an integrated framework remaining elusive. Here, we use a collective foraging task in a virtual Minecraft environment to integrate these two fields, by leveraging automated transcriptions of visual field data combined with high-resolution spatial trajectories.
View Article and Find Full Text PDFF1000Res
March 2024
Game to Grow, Seattle, Washington, 98125, USA.
Background: Therapeutically applied Minecraft groups are an intervention designed to support social engagement, confidence, and competence in youth. The flexible interaction format and use of a popular digital game support the fit of this intervention for use with neurodivergent youth. Minecraft is leveraged to support opportunities to build authentic relationships and social confidence in an engaging, low-stakes environment with peers.
View Article and Find Full Text PDFCurr Opin Pediatr
June 2024
Northwell Health, New Hyde Park, New York, USA.
Purpose Of Review: The internet has changed the way children can work and play. With the preferences of the youth population constantly evolving, it is important that parents and pediatricians continue to be informed of the ways children spend their time on the internet. Online gaming continues to soar in popularity, as does school usage of educational platforms.
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