16 SES 11 A, Current Trends and Challenges of Technologies in Education: From learning with MOOCs to using Minecraft at school (Part 2)
Symposium continued from 16 SES 10 A
Coding is now a required skill in a number of countries, including France, Great Britain, and Sweden as well as some provinces of Canada. It would therefore be important to gain a deeper understanding of how coding is being taught, along with the effects of the tools that are used for this purpose. It is vital for children to learn how to code if they are to fully occupy today’s digital universe and what it holds for their future. Computers will be taking over more and more aspects of daily life as we operate more remote controls, answer more cell phones, spend more time on social networking sites, consult the GPS, and so on. Yet too few students know how to code, and even fewer have mastered the ins and outs of coding. It is therefore imperative to introduce coding into our classrooms so as to equip our young citizens for the future. This paper presents an exploratory analysis, conducted in Québec schools, of the use of the video game Minecraft Education Edition. This educational version of the popular Minecraft series was designed to engage students in a game that is both creative and, more to the point, educational. Teachers can use it in class to foster the development of computer skills, collaboration, and teamwork, among others. First and foremost, however, the game was intended to provide a fun way to develop coding skills. We present a project in which 70 elementary students from grades 3 to 6 participated. We show how this video game maximized learning in a school located in a disadvantaged neighborhood in Montréal, Québec, notably through the creation of 30 achievable tasks grouped into 10 levels according to various competencies. As the students advanced through the levels, we observed a number of benefits of classroom gaming, both academic and social. We analyzed videotaped play sessions, performance reports for the various levels, and group interviews with the students. We discuss the observed educational benefits and suggest potential applications of Minecraft Education Edition for elementary school.
Callaghan, N. (2016). Investigating the role of Minecraft in educational learning environments. Educational Media International, 53(4), 244-260. doi:10.1080/09523987.2016.1254877 Cipollone, M., Schifter, C. C., & Moffat, R. A. (2015). Minecraft as a creative tool: A case study. Gamification: Concepts, methodologies, tools, and applications (pp. 956-969) doi:10.4018/978-1-4666-8200-9.ch047 Hanghøj, T., & Hautopp, H. (2016). Teachers' pedagogical approaches to teaching with Minecraft. Paper presented at the Proceedings of the European Conference on Games-Based Learning, , 2016-January 265-272. Janßen, D., Tummel, C., Richert, A., & Isenhardt, I. (2016). Towards measuring user experience, activation and task performance in immersive virtual learning environments for students doi:10.1007/978-3-319-41769-1_4 Pusey, M., & Pusey, G. (2015). Using Minecraft in the science classroom. International Journal of Innovation in Science and Mathematics Education, 23(3), 22-34.
00. Central Events (Keynotes, EERA-Panel, EERJ Round Table, Invited Sessions)
Network 1. Continuing Professional Development: Learning for Individuals, Leaders, and Organisations
Network 2. Vocational Education and Training (VETNET)
Network 3. Curriculum Innovation
Network 4. Inclusive Education
Network 5. Children and Youth at Risk and Urban Education
Network 6. Open Learning: Media, Environments and Cultures
Network 7. Social Justice and Intercultural Education
Network 8. Research on Health Education
Network 9. Assessment, Evaluation, Testing and Measurement
Network 10. Teacher Education Research
Network 11. Educational Effectiveness and Quality Assurance
Network 12. LISnet - Library and Information Science Network
Network 13. Philosophy of Education
Network 14. Communities, Families and Schooling in Educational Research
Network 15. Research Partnerships in Education
Network 16. ICT in Education and Training
Network 17. Histories of Education
Network 18. Research in Sport Pedagogy
Network 19. Ethnography
Network 20. Research in Innovative Intercultural Learning Environments
Network 22. Research in Higher Education
Network 23. Policy Studies and Politics of Education
Network 24. Mathematics Education Research
Network 25. Research on Children's Rights in Education
Network 26. Educational Leadership
Network 27. Didactics – Learning and Teaching
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