Learning Science and Mathematics (LSM) Journal  Vol.1, Issue 16, pp 1-20

 

Minecraft Education Edition: The Perspectives of Educators on Game-based Learning Related to STREAM Education

Pang Yee Jiea, Tay Choo Chuan, Sharifah Sakinah Binti Syed Ahmad, Ng Khar Thoe & Lim Seh Hoe

Received first draft 1 June 2021. Received reports from first reviewer (19 June) and second reviewer (20 June). Received revised draft 28 November
Accepted: 3 December 2021.
Published: 30 December 2021.

 

Abstract

Minecraft: Education Edition (MEE) is an emerging digital teaching and learning tool in transforming the education around the world. MEE is widely used by the educators because it promotes creativity, encourage collaboration among team members, and improve problem-solving skills in an immersive digital environment through game-based learning. This qualitative case study explores the educational benefits of MEE in Malaysia and Philippines school. The research objective is to investigate the effectiveness of MEE in science, technology, reading, engineering, arts/language and mathematics (STREAM) subjects. This study employed research design including systematic review and qualitative case study methods. The data of this research was collected from semi-structured interviews, observations, or written reports by nine educators who were using this application in their classroom. The data was analysed using thematic coding and descriptive analysis. Case exemplars were illustrated under the sub-headings of ‘Science and Technology, Mathematics, Environmental Education/Geography. Reading/Language and Art’ that reflected ‘STREAM’ education practised in classrooms. The analysis of findings revealed that Minecraft Education Edition was widely adopted and adapted into transdisciplinary curriculum in education contexts to engage the students in fun learning environments. In conclusion, the passionate educators who had implemented MEE into their classroom have strongly recommended this student-centred and game-based learning digital tool to be integrated in the 21st century classroom to receive its full benefits.

Keywords: Minecraft, Education; Creativity; Game-based learning; STREAM education

 

© 2021 SEAMEO RECSAM LSM Journal

 

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