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Designing Learning Activities in Minecraft for Formal Education in Geography

The result's identifiers

  • Result code in IS VaVaI

    <a href="https://www.isvavai.cz/riv?ss=detail&h=RIV%2F00216224%3A14310%2F23%3A00131616" target="_blank" >RIV/00216224:14310/23:00131616 - isvavai.cz</a>

  • Result on the web

    <a href="https://online-journals.org/index.php/i-jet/article/view/36307" target="_blank" >https://online-journals.org/index.php/i-jet/article/view/36307</a>

  • DOI - Digital Object Identifier

    <a href="http://dx.doi.org/10.3991/ijet.v18i04.36307" target="_blank" >10.3991/ijet.v18i04.36307</a>

Alternative languages

  • Result language

    angličtina

  • Original language name

    Designing Learning Activities in Minecraft for Formal Education in Geography

  • Original language description

    Digital technology has shaped the way humans interact with information and create knowledge. These conditions have in turn shaped a generation of people who experienced virtual environments very early in their lives and are often referred to as digital natives. This group of people has a particular way of communicating and interacting. It characterizes their affinity spaces and the many experiences with virtual worlds and digital games. In digital games, the separation between entertainment and learning is becoming less pronounced. Many game titles have been used for educational purposes. An iconic example is Minecraft, which has been used formally in some schools to teach topics on the environment. However, studies on formal topics in Geography are conspicuously absent, and we therefore selected Minecraft to understand how digital natives learn about Geography given the character of its virtual environment. To this aim, we developed a learning task scenario for global climate zones. The scenario was tested in two pilot studies with two different groups of participants. The results indicate that participants already share some degree of knowledge about the game environment, despite differences within the digital native group. Using the results of the pilot studies, we discuss the design choices to engage players in the game's learning activity.

  • Czech name

  • Czech description

Classification

  • Type

    J<sub>SC</sub> - Article in a specialist periodical, which is included in the SCOPUS database

  • CEP classification

  • OECD FORD branch

    50301 - Education, general; including training, pedagogy, didactics [and education systems]

Result continuities

  • Project

  • Continuities

    S - Specificky vyzkum na vysokych skolach

Others

  • Publication year

    2023

  • Confidentiality

    S - Úplné a pravdivé údaje o projektu nepodléhají ochraně podle zvláštních právních předpisů

Data specific for result type

  • Name of the periodical

    INTERNATIONAL JOURNAL OF EMERGING TECHNOLOGIES IN LEARNING

  • ISSN

    1863-0383

  • e-ISSN

    1863-0383

  • Volume of the periodical

    18

  • Issue of the periodical within the volume

    4

  • Country of publishing house

    DE - GERMANY

  • Number of pages

    18

  • Pages from-to

    32-49

  • UT code for WoS article

  • EID of the result in the Scopus database

    2-s2.0-85150229696