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Designing Learning Activities in Minecraft for Formal Education in Geography

Identifikátory výsledku

  • Kód výsledku v 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>

  • Výsledek na webu

    <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>

Alternativní jazyky

  • Jazyk výsledku

    angličtina

  • Název v původním jazyce

    Designing Learning Activities in Minecraft for Formal Education in Geography

  • Popis výsledku v původním jazyce

    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.

  • Název v anglickém jazyce

    Designing Learning Activities in Minecraft for Formal Education in Geography

  • Popis výsledku anglicky

    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.

Klasifikace

  • Druh

    J<sub>SC</sub> - Článek v periodiku v databázi SCOPUS

  • CEP obor

  • OECD FORD obor

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

Návaznosti výsledku

  • Projekt

  • Návaznosti

    S - Specificky vyzkum na vysokych skolach

Ostatní

  • Rok uplatnění

    2023

  • Kód důvěrnosti údajů

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

Údaje specifické pro druh výsledku

  • Název periodika

    INTERNATIONAL JOURNAL OF EMERGING TECHNOLOGIES IN LEARNING

  • ISSN

    1863-0383

  • e-ISSN

    1863-0383

  • Svazek periodika

    18

  • Číslo periodika v rámci svazku

    4

  • Stát vydavatele periodika

    DE - Spolková republika Německo

  • Počet stran výsledku

    18

  • Strana od-do

    32-49

  • Kód UT WoS článku

  • EID výsledku v databázi Scopus

    2-s2.0-85150229696