Using Minecraft in Education: A Qualitative Study on Benefits and ...
USING MINECRAFT IN EDUCATION
Using Minecraft in Education: A Qualitative Study on Benefits and Challenges of Game-Based Education
By: Anton Petrov
A research paper submitted in conformity with the requirements For the degree of Master of Teaching
Department of Curriculum, Teaching and Learning Ontario Institute of Studies in Education University of Toronto
This work is licensed under a Creative Commons
Attribution-NonCommercial-ShareAlike CC BY-NC-SA
Copyright by Anton Petrov, April 2014
USING MINECRAFT IN EDUCATION
Abstract This study explores the educational benefits of video games and video game based learning. Specifically, this qualitative research project investigates the effectiveness of a popular video game called Minecraft in a classroom setting. The data for this study was collected using three semi-structured interviews with educators who are already using the game in class as the main, optional or supplementary tool. The participants were asked to share their ideas of experiences with Minecraft. Findings suggest that Minecraft is mobilized as an excellent tool that decentralizes instruction, encourages students' creativity, facilitates collaboration in class, allows for cross-classroom and cross-curricular teaching, addresses some of the needs of diverse students and students who have experienced prior school struggles and may potentially even have therapeutic values for students with learning disabilities. Introduction of Minecraft to a classroom however may be a difficult task as initial financial investments, hardware requirements, technological knowledge and board regulations may unfortunately prevent certain schools from using Minecraft in class. Furthermore, teachers interested in implementing Minecraft into their schools have to maintain a student-guided and game-based learning environment in order to receive the full benefits of Minecraft based classroom.
Keywords: Minecraft, game-based learning, educational games, student-guided classroom, edutainment, digital literacy, video games
ii
USING MINECRAFT IN EDUCATION Acknowledgements
First and foremost, I would like to thank my supervisor, Dr. Rob Simon for accepting to work with me on such a short notice. His passion, humour and wisdom guided me through this study and helped me overcome the challenges associated with the initial lack of data or progress in the early stages of research. I would also like to thank Dr. Jim Hewitt who guided me toward my supervisor and whose knowledge of technology and tranquil, patient nature helped me make an important decision of switching my topic to one that I was truly passionate about. I also want to thank Katherine Bellomo for being a great moral support, guide and an amazing human being throughout my two years at University of Toronto whose brilliant approach to teaching taught me some of the most important lessons a teacher could get. Finally, I am especially grateful for being a part of an Intermediate/Senior cohort in Master of Teaching program and to all of the classmates that I laughed, cried, played and suffered with for two years. These two years have been a rollercoaster of emotions and intellectual challenges and without each other's support we would have not gotten through it.
iii
USING MINECRAFT IN EDUCATION
TABLE OF CONTENTS
ABSTRACT................................................................................................................................................... II ACKNOWLEDGEMENTS............................................................................................................................ III CHAPTER 1: INTRODUCTION .................................................................................................................... 1
1.1 BACKGROUND OF THE STUDY ................................................................................................................ 1 1.2 PURPOSE OF THE STUDY ....................................................................................................................... 4 1.3 RESEARCH QUESTIONS ......................................................................................................................... 5 1.4 BACKGROUND OF THE RESEARCHER ...................................................................................................... 6 1.5 OVERVIEW ............................................................................................................................................ 8 CHAPTER 2: LITERATURE REVIEW ......................................................................................................... 9 2.1 INTRODUCTION ...................................................................................................................................... 9 2.2 NEW GENERATION OF STUDENTS........................................................................................................... 9 2.3 TEACHERS' LIMITATIONS...................................................................................................................... 11 2.4 VIDEO GAMES IN EDUCATION ............................................................................................................... 13
2.4.1 Unclear Findings ....................................................................................................................... 14 2.4.2 Online Video Games and Education ......................................................................................... 16 2.4.3 Educational Games VS. Game-Based Learning....................................................................... 18 2.4.4 Minecraft .................................................................................................................................... 20 2.4.5 Video Game Effectiveness in Education ................................................................................... 24 CHAPTER 3: METHODOLOGY ................................................................................................................. 27 3.1 INTRODUCTION .................................................................................................................................... 27 3.2 PROCEDURE AND DATA COLLECTION ................................................................................................... 27 3.3 PARTICIPANTS..................................................................................................................................... 28 3.4 DATA ANALYSIS................................................................................................................................... 29 3.5 ETHICAL REVIEW PROCEDURES ........................................................................................................... 30 3.6 LIMITATIONS........................................................................................................................................ 31
USING MINECRAFT IN EDUCATION
CHAPTER 4: FINDINGS ............................................................................................................................ 34
4.1 INTRODUCTION .................................................................................................................................... 34 4.2 PARTICIPANTS..................................................................................................................................... 34
4.2.1 Arnold ........................................................................................................................................ 34 4.2.2 Larry .......................................................................................................................................... 35 4.2.3 Deb ............................................................................................................................................ 36 4.3 VARIOUS USES OF MINECRAFT ............................................................................................................ 36 4.3.1 Minecraft as an optional activity ................................................................................................ 36 4.3.2 Minecraft as the main tool ......................................................................................................... 37 4.3.3 Minecraft as a supplemental tool .............................................................................................. 38 4.3.4 Common approach .................................................................................................................... 39 4.4 BENEFITS OF A MINECRAFT BASED PROGRAM ...................................................................................... 41 4.4.1 Differentiated approach and creative expression ...................................................................... 41 4.4.2 Digital literacy, social skills and online safety............................................................................ 43 4.4.3 Multidimensional appeal ............................................................................................................ 45 4.5 ISSUES AND CONCERNS IN IMPLEMENTATION OF MINECRAFT AT SCHOOLS ............................................. 47 4.5.1 Financial investments ................................................................................................................ 47 4.5.2 Technical support ...................................................................................................................... 48 4.5.3 Opportunities for teacher gaming .............................................................................................. 49 4.5.4 Student guided learning ............................................................................................................ 50 4.5.5 Education board regulations...................................................................................................... 52 4.6 UNEXPECTED FINDINGS....................................................................................................................... 53 4.6.1 Parental opinion ........................................................................................................................ 53 4.6.2 What to avoid............................................................................................................................. 54 4.7 FUTURE DIRECTIONS OF MINECRAFT .................................................................................................... 55
CHAPTER 5: DISCUSSION ....................................................................................................................... 57
5.1 INTRODUCTION .................................................................................................................................... 57
................
................
In order to avoid copyright disputes, this page is only a partial summary.
To fulfill the demand for quickly locating and searching documents.
It is intelligent file search solution for home and business.
Related download
- classroom lesson one creative exploration minecraft education edition
- minecraft teachers parents and learning what they need to know and
- parkour maps for minecraft education edition
- rubric gaming competition minecraft fayette county public schools
- explore a world of learning minecraft education edition
- minecraft in the classroom ideas inspiration and student projects
- parkour seeds for minecraft education edition weebly
- minecraft maps 1 7 10 parkour
- exploring the educational potential of minecraft the case of 118
- using minecraft in education a qualitative study on benefits and
Related searches
- using choose in a sentence
- qualitative research in education examples
- minecraft in education download
- using minecraft in education
- benefits of using technology in the classroom
- using but in a sentence
- using names in a sentence
- qualitative study data analysis
- qualitative study example in nursing
- qualitative research in education pdf
- using minecraft in the classroom
- qualitative study vs quantitative study