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Block by Block: Building Brains in the Minecraft Classroom

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Session description

I would like to present to educators about the integration of Minecraft Education with academic standards. I will highlight STEM challenges for students from 2-5 grades, lessons to gauge students' interests and creativity using Minecraft, and how students can solve real-world problems by solving them on Minecraft Education.

Outline

I will be presenting a slideshow on Minecraft Education that showcases student artifacts and videos. During the presentation, I will highlight the features of Minecraft Education and explain how participants can earn a Minecraft Education badge.

To encourage girls to pursue STEM fields, I will also introduce "Girls Who Game," a Dell and Microsoft-sponsored club that offers STEM challenges for students to engage in through Minecraft Education after school.

I am flexible regarding the presentation format; I can either lead the entire session or provide time for participants to explore Minecraft on their devices, depending on the chosen presentation style.

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Supporting research

https://education.minecraft.net/en-us
https://funtech.co.uk/latest/11-reasons-why-minecraft-is-educational-for-kids
https://www.engineeringforkids.com/about/news/2024/january/is-minecraft-educational-a-guide-for-parents-and/

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Presenters

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Albert Einstein Educator Fellow
AEF

Session specifications

Topic:

Early Childhood/Elementary

TLP:

Yes

Grade level:

3-5

Audience:

Teacher

Attendee devices:

Devices useful

Attendee device specification:

Laptop: Chromebook, Mac, PC

Participant accounts, software and other materials:

Minecraft Education

Subject area:

Engineering, Technology Education

ISTE Standards:

For Coaches:
Change Agent
  • Create a shared vision and culture for using technology to learn and accelerate transformation through the coaching process.
For Educators:
Learner
  • Set professional learning goals to apply teaching practices made possible by technology, explore promising innovations, and reflect on their effectiveness.
Leader
  • Advocate for equitable access to technology, high-quality digital content, and learning opportunities to meet the diverse needs of all students.

TLPs:

Connect learning to learner, Prioritize authentic experiences