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Mining Learning and Crafting Scientific Experiments: A Literature Review on the Use of Minecraft in Education and Research
ARTICLE

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Journal of Educational Technology & Society Volume 19, Number 2, ISSN 1176-3647 e-ISSN 1176-3647

Abstract

Since the field of educational videogames or serious games is not limited to games that are specifically designed for educational purposes, videogames such as Minecraft have aroused the attention of teachers and researchers alike. To gain insights into the applicability of Minecraft, we reviewed the literature on use of the game in education and experimental research. We summarized the current usage in addition to our own considerable experience with Minecraft in courses on educational videogame design and as a research instrument in instructional psychology and discuss the benefits and limitations. Based on these observations, we outlined the future of Minecraft in both fields and emphasize examples that already stretch the technical and methodical boundaries. To increase the application of our analysis, we distill three main implications from our observations that address the future of educational and research tools in educational videogames in general.

Citation

Nebel, S., Schneider, S. & Rey, G.D. (2016). Mining Learning and Crafting Scientific Experiments: A Literature Review on the Use of Minecraft in Education and Research. Journal of Educational Technology & Society, 19(2), 355-366. Retrieved December 5, 2019 from .

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