Ownership of Learning Through Minecraft: An Action Research Project

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2018-04-17
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Ozaki, Nozomi
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Ho, Curtis
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Getting young students to understand and apply concepts being learned in their Geology unit of study is a challenge. Students learn about their island home through their classroom teacher and experts from an outside local educational organization. Traditional modes of learning struggle to engage and help students develop a growth mindset as they transfer learning. To address this need, I developed an action research project to use Minecraft Education Edition (EE) to evaluate how game-based learning and instruction impacts student engagement and learning. This paper will discuss the design of the project. Over the course of three weeks, students worked in small groups of three to four to plan, collaborate, and build a particular segment of the formation of the Hawaiian Islands within Minecraft EE. Minecraft EE allowed me to turn passive learning into an interactive and meaningful practice. Each build session was designed to allow students to plan, build, and reflect upon their progress and learning. Students received valuable feedback through small group check-in sessions with me. In addition, constructivism was employed to allow students to showcase their learning as a small group.
Description
Final paper and powerpoint slides from the TCC 2018 Conference.
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Minecraft (Game), Learning Ownership, Student Engagement
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36 pages
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