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Mining for Literacy: Building Language Arts Skills With Minecraft Education

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Pennsylvania Convention Center, Terrace Ballroom Lobby, Table 6

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Presenters

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Associate Professor
Mercer University
Dr. Jeffrey Hall is an Associate Professor in the Tift College of Education at Mercer University.
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Associate Professor
Mercer University
Lucy Bush is an Associate Professor of Education at Mercer University in Atlanta, GA.
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Mercer University

Session description

A student presenter (a rising third grader) and two education faculty members will detail the student’s experiences exploring Minecraft Education language arts modules. The focus will include modules to introduce basics of computer science/coding in the context of fairy tales. You'll leave with links to Minecraft Education research/resources.

Purpose & objective

The purpose of this presentation is to describe and discuss Minecraft Education language arts modules from the perspective of an elementary student. The objective is for educators to learn about Minecraft Education, discover the variety of modules available for use, and understand the appeal of learning in this environment from an elementary student’s perspective. At the end of the session, participants will be able to access Minecraft Education, search for an appropriate module, and understand how to implement it with students. Lesson plans are provided through Minecraft Education.

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Outline

Content and activities: The student presenter will demonstrate how to use Minecraft Education by controlling the software through a laptop. Attendees will be able to watch on a projected screen and ask the student presenter questions during this process. Attendees who are interested in controlling Minecraft Education using this laptop will be enabled to do so. The two Education faculty will provide support to the student presenter and answer questions about Minecraft Education from an educator's perspective.

Time: If this proposal is selected in the poster category, the presentation will be structured to allow attendees to quickly watch and learn about Minecraft Education as they move through the conference halls. The student presenter will demonstrate multiple modules in order to start from scratch as new attendees stop to learn more about Minecraft Education.

Process: We will emphasize peer-to-peer interaction as attendees will be encouraged to ask questions, select actions to occur on screen, and take a turn controlling the avatar in Minecraft Education. The student presenter will run live modules of Minecraft Education via a laptop, so attendees will experience the software as their students will.

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Supporting research

Adams, S. S., & Rowsell, J. (2017). Emotionally crafted experiences: Layering literacies in Minecraft. Reading Teacher, 70(4), 501-506.

Baek, Y., Min, E., & Yun, S. (2020). Mining educational implications of Minecraft. Computers in the Schools, 37(1), 1-16.

Blackburn, S. (2020). ‘Crafting’ student success one ‘block’ at a time: Cherokee County School District brings Minecraft: Education Edition into the classroom through extensive training and PD. District Administration, 56(6), 12-13.

Bos, B., Wilder, L., Cook, M., & O’Donnell, R. (2014). Learning mathematics through Minecraft. Teaching Children Mathematics, 21(1), 56-59.

Callaghan, N. (2016). Investigating the role of Minecraft in educational learning environments. Educational Media International, 53(4), 244-260.

Dezuanni, M. (2018). Minecraft and children’s digital making: Implications for media literacy education. Learning, Media & Technology, 43(3), 236-249. DOI: 10.1080/17439884.2018.1472607

Egbert, J., & Borysenko, N. (2019). Standards, engagement, and Minecraft: Optimizing experiences in language teacher education. Teaching & Teacher Education, 85, 115-124. DOI: 10.1016/j.tate.2019.06.015

Elliott, D. (2014). Levelling the playing field: Engaging disadvantaged students through game-based pedagogy. Australian Journal of Language & Literacy, 37(2), 34-40.

Hewett, K. J. E., Zeng, G., & Pletcher, B. C. (2020). The acquisition of 21st-century skills through video games: Minecraft design process models and their web of class roles. Simulation & Gaming, 51(3), 336-364.

How Minecraft supports social and emotional learning (SEL). (2017). Tech & Learning, 38(4), 10.

López, L. L., de Wildt, L., & Moodie, N. (2019). “I don’t think you’re going to have any aborigines in your world”: Minecrafting terra nullius. British Journal of Sociology in Education, 40(8), 1037-1054.

Minecraft in the Classroom. (2017). Curriculum Review, 56(5), 4.

Mervosh, S. (2022, September 1). The pandemic erased two decades of progress in math and reading. The New York Times, https://www.nytimes.com/2022/09/01/us/national-test-scores-math-reading-pandemic.html

Nebel, S., Schnieder, S., & Rey, G. D. (2016). Mining learning and crafting scientific experiments: A literature review on the use of Minecraft in education and research. Journal of Educational Technology & Society, 19(2), 355-366.

Nebel, S., Schneider, S., Schledjewski, J., & Rey, G. D. (2017). Goal-setting in educational video games. Simulation & Gaming, 48(1), 98-130.

Niemeyer, D. J., & Gerber, H. R. (2015). Maker culture and Minecraft: Implications for the future of learning. Educational Media International, 52(3), 216-226. DOI: 10.1080/09523987.2015.1075103

Revelli, V. (2019). Using Minecraft to help teach code to grades K-12. Tech Directions, 79(1), 6.

Short, D. (2016). The tragedy of the commons. Teaching Science: The Journal of the Australian Science Teachers Association, 62(1), 24-29.

Starkey, T. (2016). How Minecraft is building a place in schools. TES: Times Educational Supplement, 5195, 34-36.

Wernholm, M., & Vigmo, S. (2015). Capturing children’s knowledge-making dialogues in Minecraft. International Journal of Research & Method in Education, 38(3), 230-246. DOI: 10.1080/1743727X.2015.1033392

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Session specifications

Topic:
Games for learning & gamification
Grade level:
3-5
Skill level:
Beginner
Audience:
Teachers, Teacher education/higher ed faculty, Technology coordinators/facilitators
Attendee devices:
Devices not needed
Subject area:
Computer science, Language arts
ISTE Standards:
For Educators:
Learner
  • Set professional learning goals to explore and apply pedagogical approaches made possible by technology and reflect on their effectiveness.
  • Stay current with research that supports improved student learning outcomes, including findings from the learning sciences.
Facilitator
  • Create learning opportunities that challenge students to use a design process and computational thinking to innovate and solve problems.