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pedagogically sound Minecraft examples

FridayLive!! Oct 27 THIS WEEK 2:00 PM EDT 

Minecraft for Higher Ed? Try it. Pros, Cons, Recommendations? 

Description: Why Minecraft, the online video game? How can Minecraft improve learning for higher education?
We’ll begin with a live demo in which all can participate (see “Minecraft for Free”).
We’ll review “Examples, Not Rumors” of successful adaptations and USES of Minecraft for teaching/learning in higher education. Especially those submitted in advance
And we’ll try to extract from these activities a few recommendations/questions/requests re Minecraft in higher education.

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Examples:

Minecraft Education Edition: https://education.minecraft.net/
(more info: http://blog.stcloudstate.edu/ims/2017/05/23/minecraft-education-edition/)

K12: 

Minecraft empathy skillshttp://www.gettingsmart.com/wp-content/uploads/2017/04/How-Minecraft-Supports-SEL.pdf 

coding w MineCraft

Minecraft for Math

Higher Ed: 

Minecraft Higher Education?

Using MCEE in Higher Education

Why NOT to use minecraft in education:

https://higheredrevolution.com/why-educators-probably-shouldn-t-use-minecraft-in-their-classrooms-989f525c6e62

College Students Get Virtual Look at the Real World with ‘Minecraft’

Carnegie Mellon University uses the game-based learning tool to help students demonstrate engineering skills. SEP182017

https://edtechmagazine.com/higher/article/2017/09/college-students-get-virtual-look-real-world-minecraft

Using Minecraft in Higher Education

https://groups.google.com/forum/#!topic/minecraft-teachers/cED6MM0E0bQ

Using MinecraftEdu – Part 1 – Introduction

https://www.youtube.com/watch?v=Lsfd9J5UgVk

Physics with Minecraft example

Chemistry with Minecraft example

Biology

other disciplines

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Does learning really happen w Minecraft?

Callaghan, N. (2016). Investigating the role of Minecraft in educational learning environments. Educational Media International53(4), 244-260. doi:10.1080/09523987.2016.1254877

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Noelene Callaghan dissects the evolution in Australian education from a global perspective. She rightfully draws attention (p. 245) to inevitable changes in the educational world, which still remain ignored: e.g., the demise of “traditional” LMS (Educase is calling for their replacement with digital learning environments http://blog.stcloudstate.edu/ims/2017/07/06/next-gen-digital-learning-environment/ and so does the corporate world of learning: http://blog.stcloudstate.edu/ims/2017/03/28/digital-learning/ ), the inevitability of BYOD (mainly by the “budget restrictions and sustainability challenges” (p. 245); by the assertion of cloud computing, and, last but not least, by the gamification of education.

p. 245 literature review. In my paper, I am offering more comprehensive literature review. While Callaghan focuses on the positive, my attempt is to list both pros and cons: http://scsu.mn/1F008Re

 

  1. 246 General use of massive multiplayer online role playing games (MMORPGs)

levels of interaction have grown dramatically and have led to the creation of general use of massive multiplayer online role playing games (MMORPGs)

  1. 247 In teaching and learning environments, affordances associated with edugames within a project-based learning (PBL) environment permit:
  • (1)  Learner-centered environments
  • (2)  Collaboration
  • (3)  Curricular content
  • (4)  Authentic tasks
  • (5)  Multiple expression modes
  • (6)  Emphasis on time management
  • (7)  Innovative assessment (Han & Bhattacharya, 2001).

These affordances develop both social and cognitive abilities of students

 

Nebel, S., Schneider, S., Beege, M., Kolda, F., Mackiewicz, V., & Rey, G. (2017). You cannot do this alone! Increasing task interdependence in cooperative educational videogames to encourage collaboration. Educational Technology Research & Development65(4), 993-1014. doi:10.1007/s11423-017-9511-8

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Abrams, S. S., & Rowsell, J. (2017). Emotionally Crafted Experiences: Layering Literacies in Minecraft. Reading Teacher70(4), 501-506.

Nebel, S., Schneider, S., & Daniel Rey, G. (2016). Mining Learning and Crafting Scientific Experiments: A Literature Review on the Use of Minecraft in Education and Research. Source: Journal of Educational Technology & Society, 19(192), 355–366. Retrieved from http://www.jstor.org/stable/jeductechsoci.19.2.355

Cipollone, M., Schifter, C. C., & Moffat, R. A. (2014). Minecraft as a Creative Tool: A Case Study. International Journal Of Game-Based Learning4(2), 1-14.

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Niemeyer, D. J., & Gerber, H. R. (2015). Maker culture and Minecraft : implications for the future of learning. Educational Media International52(3), 216-226. doi:10.1080/09523987.2015.1075103

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Nebel, S., Schneider, S., & Daniel Rey, G. (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(192), 355–366. Retrieved from http://www.jstor.org/stable/jeductechsoci.19.2.355

 

Wilkinson, B., Williams, N., & Armstrong, P. (2013). Improving Student Understanding, Application and Synthesis of Computer Programming Concepts with Minecraft. In The European Conference on Technology in the Classroom 2013. Retrieved from http://iafor.info/archives/offprints/ectc2013-offprints/ECTC2013_0477.pdf

Berg Marklund, B., & Alklind Taylor, A.-S. (2015). Teachers’ Many Roles in Game-Based Learning Projects. In Academic Conferences International Limited (pp. 359–367). Retrieved from https://search.proquest.com/openview/15e084a1c52fdda188c27b9d2de6d361/1?pq-origsite=gscholar&cbl=396495

Uusi-Mäkelä, M., & Uusi-Mäkelä, M. (2014). Immersive Language Learning with Games: Finding Flow in MinecraftEdu. EdMedia: World Conference on Educational Media and Technology (Vol. 2014). Association for the Advancement of Computing in Education (AACE). Retrieved from https://www.learntechlib.org/noaccess/148409/

Birt, J., & Hovorka, D. (2014). Effect of mixed media visualization on learner perceptions and outcomes. In 25th Australasian Conference on Information Systems (pp. 1–10). Retrieved from http://epublications.bond.edu.au/fsd_papers/74

Al Washmi, R., Bana, J., Knight, I., Benson, E., Afolabi, O., Kerr, A., Hopkins, G. (2014). Design of a Math Learning Game Using a Minecraft Mod. https://doi.org/10.13140/2.1.4660.4809
https://www.researchgate.net/publication/267135810_Design_of_a_Math_Learning_Game_Using_a_Minecraft_Mod
https://docs.google.com/document/d/1uch2iC_CGsESdF9lpATGwWkamNbqQ7JOYEu_D-V03LQ/edit?usp=sharing

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more on Minecraft in this IMS blog
http://blog.stcloudstate.edu/ims?s=minecraft

Minecraft empathy skills

Report: Minecraft Builds Problem-Solving and Empathy Skills in Students

By Sri Ravipati  08/14/17

https://thejournal.com/articles/2017/08/14/minecraft-builds-problem-solving-and-empathy-in-students.aspx

K–12 teachers who use Minecraft: Education Edition during class say their students are experiencing a number of social-emotional learning (SEL) benefits.

How Minecraft Supports Social and Emotional Learning in K–12 Education

Getting Smart site.

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more on empathy in this IMS blog
http://blog.stcloudstate.edu/ims?s=empathy

Minecraft Education edition

Minecraft: Education Edition 1.0.1 Released with Code Builder Support

By David Nagel 05/22/17

https://thejournal.com/articles/2017/05/22/minecraft-education-edition-1.0.1-released-with-code-builder-support.aspx

Microsoft has released a new version of Minecraft: Education Edition that adds support for Code Builder

Code Builder is an extension for Minecraft that lets users perform typical Minecraft functions through code. It connects to ScratchX, Tynker and Microsoft’s new open source development tool, MakeCode.

Minecraft’s changelog page.

Teacher training materials for Code Builder for Minecraft: Education Edition can be found at education.minecraft.net/trainings/code-builder-for-minecraft-education-edition.

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more on Minecraft in Education in this IMS blog
http://blog.stcloudstate.edu/ims?s=+minecraft

minecraft in K12

Minecraft: more than just a game

Posted on

One of the big draws of the Raspberry Pi is to learn programming. It can be used to learn to program Ruby, Python, Scratch, and even setup your own web server.

More for the use of MineCraft in Education in this blog:

http://blog.stcloudstate.edu/ims/?s=minecraft&submit=Search

Minecraft for Math

6 Minecraft lesson ideas for your Common Core math class

http://www.eschoolnews.com/2014/12/01/minecraft-lesson-ideas-243


Minecraft EDU – Part 3: Mathematics on the Farm

http://www.classthink.com/2014/01/24/minecraft-edu-part-3-mathematics-farm/

Engage NY Module 3 Area and Perimeter Minecraft Math activity

http://www.teacherspayteachers.com/Product/Engage-NY-Module-3-Area-and-Perimeter-Minecraft-Math-activity-1570866

Mathematica Minecraft

http://mathematica.stackexchange.com/questions/19669/mathematica-minecraft

 

Minecraft: Games and Gamification

The Minecraft Experience Panel Presentation Games for Change NYC April 24th 2014

http://www.minecraftexperience.net/G4C2014+Panel

Extended Description:

Last year at G4C Nick Fortugno threw some controversy into the conversation about Minecraft by suggesting Minecraft was not a game but a toy. The proposed panel extends that conversation by asking what is the Minecraft experience, can it be defined or categorised and what as game designers and exponents can we take from understanding its zeitgeist and the impact it has had on the serious gaming landscape?

In 2012/23 at both GLS and G4C many presenters made jokes about including the obligatory Minecraft slide and for very good reasons. Minecraft is arguably a game of immense impact. It has been embraced as part of learning programs focussing on seemingly disparate areas from digital citizenship, history, coding and the maker movement. It is probably the first game brought into the classroom by teachers to leverage the out of school groundswell of existing player excitement. It’s impact is multi generational and perhaps more global than any game before it. The fan base and user community/ies are strong and well supported and exemplar of the potential Jim Gee describes for Big G game. This panel proposes to leverage that Big G space in the lead up to Games for Change 2014 and to honor the voices of its players.

Minecraft has been variously described as a game, toy sandpit, learning space, creative environment, virtual world, and game-infused service. But what really are the affordances of this blocky 16 bit program and how can we even begin to define its value to learning? Enter the Minecraft Experience, a global crowdsourced program managed by Bron Stuckey of The Massively Minecraft Project. People engaging in Minecraft activities about the globe are being invited to describe Minecraft in all its contexts and adaptations. The categories for these experiences will emerge from the crowd sourced content as members contribute thoughts, media, resources and questions to build the __Minecraft Experience__ evidence base.

This panel of notable speakers has been drawn together to answer provocative questions about Minecraft’s success and define its relationship to and impact on learning. The panelists have been chosen to represent play in many contexts formal education, informal learning, self-organised learning, schools and non-school contexts. They include game designers, educators, researchers, learners and parents who have each had a personal and professional experience of this and many other games.

Panelists take a position on the Minecraft experience and use the resources provided by members of the project to inform, support and evidence their case.

How are players, educators and researchers invited to contribute?

  • project wiki to prod, poke, stimulate and support crowd sourced content and dialog
  • live youth speakers on the panel
  • social media and wiki activity in lead-up using selected #minecraftproject
  • video inclusions of educators, parents, kids/youth arguments, evidence and questions
  • promotion of youth media pieces from existing YouTube etc to support and stimulate various provocative dialogs
  • livestream of the panel to global contributors with live feedback and questions.

Who could benefit from joining this project and attending the G4C 2014 panel session?

  • Educators seeking to understand Minecraft’s value to learning
  • Programs seeking to adapt Minecraft as part of a program of impact or change.
  • Game designers seeking to build in its wake
  • Anyone wanting to consider issues of fidelity, adaptation, constructionism, popular culture, and impact in gaming.

http://www.stevehargadon.com/2014/04/learning-revolution-conference-schedule.html

http://www.connectsafely.org/teacher-teaching-minecraft-looks-like/

http://www.pearltrees.com/#/N-f=1_10785583&N-fa=3358517&N-p=105030132&N-play=0&N-s=1_10785583&N-u=1_372724

http://gamesandimpact.org/members/bronst/activity/friends/

TeacherGaming

TeacherGaming Raises $1.6M to Grow Subscription-Based Classroom Gaming Platform

Jan 30, 2018

https://www.edsurge.com/news/2018-01-30-teachergaming-raises-1-6m-to-grow-subscription-based-classroom-gaming-platform

TeacherGaming is a subscription-based suite of educational games for the classroom, ranging from $150 to $1150 per year depending on class size. The system includes lesson plans and an analytics platform for educators to track student activity and progress.

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More on gaming in this IMS blog
http://blog.stcloudstate.edu/ims?s=gaming

more on MInecraft in this IMS blog
http://blog.stcloudstate.edu/ims?s=minecraft

SOE workshop gamification

School of Education workshop on gaming and gamification

shortlink: http://bit.ly/soegaming

Join us for a LIVE broadcast:

Live broadcast on Adobe Connect:
https://webmeeting.minnstate.edu/scsuteched
Live broadcast on Facebook:
https://www.facebook.com/events/1803394496351600

 

Outline:
The Gamification of the educations process is not a new concept. The advent of educational technologies, however, makes the idea timely and pertinent. In short 60 min, we will introduce the concept of gamification of the educational process and discuss real-live examples.

Learning Outcomes:

  • at the end of the session, participants will have an idea about gaming and gamification in education and will be able to discriminate between those two powerful concepts in education
  • at the end of this session, participants will be able search and select VIdeo 360 movies for their class lessons
  • at the end of the session, participants will be able to understand the difference between VR, AR and MR.

if you are interested in setting up a makerspace and/or similar gaming space at your school, please contact me after this workshop for more information.

  1. Gaming in education
    Minecraft.edu
    http://blog.stcloudstate.edu/ims/2017/10/26/pedagogically-sound-minecraft-examples/
    Simcity.com

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Here some online games suitable for educators:
http://www.onlinecolleges.net/50-great-sites-for-serious-educational-games/

https://www.learn4good.com/games/for-high-school-students.htm

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Let’s learn more about gaming and education with Kahoot (please click on Kahoot):

https://play.kahoot.it/#/k/78e64d54-3607-48fa-a0d3-42ff557e29b1

Let’s take a quiz together:

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  1. Gamification in education
    1. How would you define gamification of the educational process?
    2. Gaming and Gamification in academic and library settings (paper)
      Short URL: http://scsu.mn/1F008Re
      Gamification takes game elements (such as points, badges, leaderboards, competition, achievements) and applies them to a non-game setting. It has the potential to turn routine, mundane tasks into refreshing, motivating experiences (What is GBL (Game-Based Learning)?, n.d.).
      Gamification is defined as the process of applying game mechanics and game thinking to the real world to solve problems and engage users (Phetteplace & Felker, 2014, p. 19; Becker, 2013, p. 199; Kapp, 2012). Gamification requires three sets of principles: 1. Empowered Learners, 2. Problem Solving, 3. Understanding (Gee, 2005).
    3. Apply gamification tactics to existing learning task
      split in groups and develop a plan to gamify existing learning task
    4. gamification with and without technology
      https://www.thespruce.com/board-games-for-college-kids-3570593

+++ hands-on ++++++++++++++++ hands-on ++++++++++++++++ hands-on ++++++

  1. Video 360 in the classroom (proposed book chapter)
    1. the importance of Video 360
      p. 46 Virtual Reality
      http://blog.stcloudstate.edu/ims/2017/08/30/nmc-horizon-report-2017-k12/
      p. 47 Google is bringing VR to UK kids
      http://www.wired.co.uk/article/google-digital-skills-vr-pledge
      Video 360 movies for education:
      http://virtualrealityforeducation.com/google-cardboard-vr-videos/science-vr-apps/
      Watch this movie on the big screen:

      from the web page above, choose a movie or click on this lin
      k:
      https://youtu.be/nOHM8gnin8Y (to watch a black hole in video 360)
      Open the link on your phone and insert the phone in Google Cardboard. Watch the video using Google Cardboard. 
    2. Discuss the difference between in your experience watching the movie on the big screen and using Google Cardboard. What are the advantages of using goggles, such as Google Cardboard?
      Enter your findings here:
      https://docs.google.com/document/d/1Nz42T6CaYsx8qVl9ee_IC25EyqS0A8aZcQdX2F6RMjg/edit?usp=sharing

Let’s learn more about gaming and education with Kahoot (please click on Kahoot):

https://play.kahoot.it/#/k/6c9e7368-f830-4a9c-8f5a-df1899e96665

  1. VR, AR, MR and Video 360.
    1. discuss your ideas to apply VR/AR/MR and Video 360 in real life and your profession
      https://docs.google.com/document/d/1Cq6zDXJ9xkN7h81RpiLkdflbAuX8y_my2VrbO3mZ5mM/edit?usp=sharing
  2. Creating your own games:
    http://blog.stcloudstate.edu/ims/2018/02/19/unity/

++++++ RESOURCES ++++++++++ RESOURCES ++++++++++ RESOURCES +++++++

http://blog.stcloudstate.edu/ims?s=games

http://blog.stcloudstate.edu/ims?s=gamification

http://blog.stcloudstate.edu/ims?s=virtual+reality

http://blog.stcloudstate.edu/ims?s=video+360

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For further information about Information Media:

IM Facebook Group https://www.facebook.com/groups/326983293392/
IM Facebook Page http://www.facebook.com/Informationmedia
IM Blog blog.stcloudstate.edu/im
IM LinkedIn https://www.linkedin.com/in/information-media-department-31360b28/
Twitter https://twitter.com/IM_SCSU
Youtube https://www.youtube.com/channel/UCIluhVNJLJYEJ7983VmhF8w

pre-gamification

Pre-Gamification for Adult Beginners: Minecraft, Facebook, Kano Computer Kit, (and WeChat)” – Instructional Implications for HIgher Education

Kano.me

kano computer kit. Comparable with RaspberryPi and Arduino

supposedly windows 10 has issues with multiplayer on Minecraft

https://wiki.education.minecraft.net/wiki/Examples_by_Subject

http://www.edudemic.com/minecraftedu-and-simcityedu-blazing-trails-for-interdisciplinary-learning/

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 & Society19(2), 355-366.

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Dodgson, D. (2017). Digging Deeper: Learning and Re-Learning with Student and Teacher Minecraft Communities. Tesl-Ej20(4),

http://web.a.ebscohost.com/ehost/detail/detail?vid=6&sid=cc275fc2-a23c-4082-923d-a5a6fd1ed9f8%40sessionmgr4007&bdata=JnNpdGU9ZWhvc3QtbGl2ZSZzY29wZT1zaXRl#AN=EJ1137963&db=eric

OVERBY, A. a., & JONES, B. b. (2015). Virtual LEGOs: Incorporating Minecraft Into the Art Education Curriculum. Art Education68(1), 21-27.

http://login.libproxy.stcloudstate.edu/login?qurl=http%3a%2f%2fsearch.ebscohost.com%2flogin.aspx%3fdirect%3dtrue%26db%3daft%26AN%3d100052563%26site%3dehost-live%26scope%3dsite

Jackie Gerstein

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more on gaming in this IMS blog
http://blog.stcloudstate.edu/ims?s=gaming

more on gamification in this IMS blog
http://blog.stcloudstate.edu/ims?s=gamification

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