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