Minecraft as a Creative Tool

Author:

Cipollone Maria1,Schifter Catherine C.1,Moffat Rick A.1

Affiliation:

1. Temple University, Philadelphia, PA, USA

Abstract

Many scholars are enthusiastic about the potential learning opportunities present in the sandbox-style gaming environment, Minecraft. In the following case study, the authors explored the use of Minecraft in a high school literature class and the presentation of characterization and plot in three student-made machinima, or films made in the game world. The authors demonstrate that Minecraft offers a unique opportunity for students to display their creativity and understanding of concepts in ways that are more feasible than if they were attempted in the “real” world. It is also relevant to point out that the epistemology associated Minecraft is constructionist in its nature, which implicates a different style of instruction than is typically employed in the U.S. classroom. The authors pose some questions about the diffusion of games like Minecraft in the future, based on their discussion of similar technologies in the past.

Publisher

IGI Global

Subject

Developmental and Educational Psychology,Education

Reference37 articles.

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3. Bruckman, A. (1999, March). Can educational be fun? Paper presented at the Meeting of the Game Developers Conference. San Jose, CA.

4. Common Core State Standards Initiative. (2012). Implementing common core state standards. Retrieved October 1, 2012 from http://www.corestandards.org/

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