2023
Designing Learning Activities in Minecraft for Formal Education in Geography
STACHOŇ, Zdeněk a Ítalo SOUSA DE SENAZákladní údaje
Originální název
Designing Learning Activities in Minecraft for Formal Education in Geography
Autoři
STACHOŇ, Zdeněk a Ítalo SOUSA DE SENA
Vydání
INTERNATIONAL JOURNAL OF EMERGING TECHNOLOGIES IN LEARNING, GERMANY, KASSEL UNIV PRESS GMBH, 2023, 1863-0383
Další údaje
Jazyk
angličtina
Typ výsledku
Článek v odborném periodiku
Obor
50301 Education, general; including training, pedagogy, didactics [and education systems]
Stát vydavatele
Německo
Utajení
není předmětem státního či obchodního tajemství
Odkazy
Označené pro přenos do RIV
Ano
Kód RIV
RIV/00216224:14310/23:00131616
Organizační jednotka
Přírodovědecká fakulta
EID Scopus
Klíčová slova anglicky
digital game; education; geogame; geography
Příznaky
Mezinárodní význam, Recenzováno
Změněno: 8. 3. 2024 13:03, Mgr. Marie Novosadová Šípková, DiS.
Anotace
V originále
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.
Návaznosti
| MUNI/A/1323/2022, interní kód MU |
|