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Here is a link to the published journal and article


Classroom Gamification: How to Use Minecraft In Your Classroom
Becky Hayes, Caroline Godwin Tracy Pena, Ray Pastore, Ph.D., and Amy Rottmann

Hayes, B., Godwin, C., Pena, T., Pastore, R., & Rottman, A. (2017). Classroom Gamification: How to Use Minecraft In Your Classroom. Journal of Training, Design, and Technology, 1(1), 2-6.

Introduction

The universal appeal of Minecraft is unprecedented. The game has proven popular with one of the widest demographics in video game history and has sold over 54 million copies (Gamespot, 2015). There are very few games that have appealed not only to both sexes, but to ages ranging from under 15 to over 80 (GretchenMC, 2011, msgs 1-122).  The very popularity of this game has perhaps created hesitation on the part of some administrators and teachers to view this game as educational. If something is this much fun for kids, can it really be something that we can use in an educational setting? For classroom teachers who want to incorporate this experience in their classrooms but are meeting resistance from other educators and parents, this article will help you make a case for Minecraft. By examining both research and practice, this article demonstrates that Minecraft is not only fun, but an effective learning tool.

What is Minecraft?

For those who have heard students talking about it, but haven’t experienced it for themselves, Minecraft is a unique gaming experience that allows players to construct items in a virtual environment. There are five gameplay modes that users can choose from: creative, survival, hardcore, adventure, and spectator.  Each mode offers slightly different options for the gamer; however, the two most popular modes are creative and survival.  The creative mode is a virtual Lego-building experience, while the survival mode includes the same building mechanics but introduces the necessity for mining for resources and defeating life-threatening night dwelling creatures. Each mode has different advantages and appeals, and lends themselves to very different styles of play (and different classroom applications). Minecraft is available on several platforms: personal computer, Xbox 360, Xbox One, Playstation 3 and 4, and a scaled down version, Minecraft Pocket Edition, can be played on a variety of mobile devices. 

Research: How Is Minecraft Educational?

Distributed Practice

Distributed practice is also referred to as spaced practice or spaced rehearsal. It is the opposite of mass practice (also known as “cramming”). In distributed practice, the learner spends time in short sessions at regular intervals practicing skills or reviewing concepts related to the subject matter. Since players often engage in game play on a regular basis with breaks (let’s say they play every day after school), video gaming can be viewed as a form of distributed practice. Minecraft is a game that lends itself to distributed practice, since the complexity and open-format of the game means that a player will need more than a single session to explore and master all aspects of the game. The problem solving skills learned in the game are reinforced by the players’ repeated practice sessions. For example, a player who wants to learn how to use redstone in Minecraft (which can be a very complex process) would search for tutorials on YouTube or Wikis and test their constructions in their own game. The desire to create working redstone mechanics in the game might require several sessions to be successful, and therefore the learning involved in the process would be reinforced by distributed practice.

Scaffolding

Scaffolding is the process of limiting a learner’s exposure to more difficult elements of a subject until they have mastered the basic elements (Kapp, 2013, p. 66). The strategy of scaffolding is a hallmark of videogames in general, though it is less applicable to sandbox games such as Minecraft. While there is no formal scaffolding programmed in to Minecraft, in practice, players often seek out tutorials online posted by more experienced players on open forums, such as YouTube.com. The beginner watches the tutorials online, and works to master the more basic elements of the game on their own. This scaffolding can also be provided by an instructor in an educational setting, where the instructor would walk the learners through the initial steps of the game as a group. The player can progress to more and more complex tasks and scenarios in the game when they are ready, at which time they can seek out tutorials on the more advanced aspects of the game created by the huge online community of Minecraft users or practice on their own through trial and error.

Social Learning Theory

Social learning theory was proposed by Robert Bandura in the late 1970s, and it holds that individuals gain knowledge through observing each other in social situations. In a sandbox game like Minecraft, older players are often playing in a virtual social setting, interacting with others and learning the aspects of the game through observation. In a classroom setting, this aspect can be enhanced by the influence of a facilitator who monitors interactions and makes sure that the behaviors being learned are positive.

Flow

Flow, a term coined by Mihaly Csikszentmihalyi, is a state of being fully immersed in an activity (Kapp, 2013, p. 71). This elusive state creates a powerful teaching moments, though it can be extremely difficult to achieve in a traditional classroom setting. When a student experiences flow, they are often unaware of time passing or even where they are in space. The experience of flow is achieved in that perfect balance between mastery and frustration, where a challenge is neither too easy nor too difficult. For many students, their only experience with flow is when playing video games. 

Practice: How Can You Use Minecraft in the Classroom?

MinecraftEdu is a site designed specifically for hosting a version of the Minecraft game in the classroom.  MinecraftEdu was designed by teachers and is officially endorsed by Mojang, the creators of Minecraft.   The game has been adapted so it is appropriate for classroom use, and, for the less technologically savvy, there is a cloud service where the game is hosted with the most commonly used configurations.  For those who possess the technical ability, Minecraft servers can be created and customized so each class can have its own game server.  Either way, teachers can easily logon to view what the students are building.  Because the game has been modified for educational purposes, there are optional lesson plans and activities that can be used as well.  The original Minecraft and MinecraftEdu are based on the concept of “sandbox play”.  Whereas many games are linear or have specific goals that need to be met, sandbox play allows the gamer to have near complete freedom within the game to play as she wishes.  This freedom allows teachers to create a wide variety of lessons all within the same game. MinecraftEdu differs from the original game in that teachers have access to student management controls that can put parameters on students’ use.  Teachers around the world are using this service to provide instruction in a wide array of subjects such as STEM, history, and art.
The cost to run your own server is a one-time fee of $41.00 and each user license is $18.00 ($14.00 if 25 or more are purchased).  The cloud service is an additional $20 per month after purchasing the license.  The original Minecraft game is also part of the purchase price.  Educational institutions such as schools, museums, and libraries are eligible to purchase MinecraftEdu (upon verification), but the service is not available to home-schooled students. 

Implications for Use in the K-12 Classroom

Minecraft can be integrated into all subject areas of kindergarten through twelfth grade curriculum. Minecraft is an open ended option that allows teachers to best fit it to their classroom needs and grade level content. There are implications for use in classrooms of all age levels and subject matter. A teacher must understand how Minecraft fits into the classroom environment for it to be used effectively and for students to learn while staying engaged. 
Students are familiar with gaming and need to be taught there is a difference in playing Minecraft at home and at school. It is important before beginning Minecraft in the classroom for a teacher to explain the purpose of playing the game in school and explicitly discuss behavior expectations. This gives a teacher the opportunity to focus on behavior in an online environment versus the face to face traditional classroom environment. Students will be in online environments the rest of their lives, and these skills are imperative for their success in the future. In addition to setting a purpose and behavior expectations, teachers must layout the goals that will be met by using Minecraft. It is important that students understand they are playing Minecraft to meet educational goals, and they must shift their focus from playing independently at home to working with classmates to achieve the goal. 
In classrooms, Minecraft provides an alternative to the traditional way of teaching. In today’s classrooms the focus is on collaboration, communication and critical thinking in addition to learning the core content. Students could be placed into teams and given a task to complete in Minecraft. Throughout the process, students must work together, talk to one another and use thinking skills to complete the task. Even though group work has been commonplace for several years, students often become disengaged and only a few students complete the work to achieve the desired goal. Minecraft keeps students motivated as was discussed earlier in the article by providing the four components of motivation. The more motivated students are with their means of learning the more engaged students will be. In Minecraft, students can create the world in an open-ended environment which forces them to use critical thinking skills that can be transitioned to the core subject areas.
Teachers can also use Minecraft to teach core content in all subject areas. The following are broad examples that can be easily adapted for use in the classroom:
       Reading Comprehension
       Minecraft leads students to make inferences, determine key details and central ideas, use context to determine the meaning of words within the game, and use thinking skills to understand complexity. Each of the skills listed are required at all levels of the English Language Arts for students to master the standards. Through Minecraft, students can learn the skills in an engaging and complex environment that makes most students feel more comfortable in than when reading a text.
       Writing
       Students create the story in Minecraft instead of being told what the story is and its parts. Students have to determine the setting, main characters, and sequence of events of their world. A teacher can also require students to explain how collaboration led to their success, explain a new strategy used while playing, or describe the research that was completed to make the student’s Minecraft world more realistic. Teachers can ask an endless amount of questions and require students to write or share verbally. The engagement of students leads to more thorough and thought provoking responses
       Mathematics and Problem Solving
       Minecraft forces students to use problem solving skills which inherently increase math skills. A student’s decisions determine what happens next in the game, and it is important for the decision to be well thought out. Every teacher must meet the Standards for Mathematical Practice if their state has adopted the Common Core Curriculum, and Minecraft allows teachers the opportunity to help students understand the mathematical practices which can then be applied throughout the mathematics standards. The practices include the following:
       Make sense of problems and persevere in solving them.
       Reason abstractly and quantitatively.
       Construct viable arguments and critique the reasoning of others.
       Model with mathematics
       Use appropriate tools strategically.
       Attend to precision.
       Look for and make use of structure.
       Look for and express regularity in repeated reasoning.
       History
       In Minecraft, students use their knowledge of history to create worlds based on the information researched or taught in class. Students will have to understand history to create a world that represents the time period or event in history.
       Science
       Minecraft offers students the capability to build any organism, environment or science process. The students will have to use critical thinking skills to determine the best way to utilize the features of the game to build the assigned task.

Minecraft lends itself to improving the skills and understand of all content areas. The approach to learning taken through allowing students to play Minecraft forces the use of critical thinking skills. Critical thinking skills expand overall curriculum. If students can learn to be creative and think, while staying engaged, students will be more eager to learn and retain the knowledge.

Best Practices for Using Minecraft in the Classroom

Minecraft is a fun and engaging way to teach curriculum and build students’ critical thinking skills, but, for it to be effective in the classroom, it is important educators understand the best practices for use.
       Understanding Minecraft
       As with any new technology, some students will know how to play Minecraft and others will not. It is best for the teacher to be prepared to teach those who need to know how to play to prevent frustration. Pairing a novice student with a student that knows how to play the game can build collaboration skills and help the students understand how to play the game from another student.
       Managing Minecraft in the Classroom
       Classroom management through behavioral expectations is imperative. Students need to understand playing a game in school requires different behaviors than playing a game at home.
       Goal Setting
       Set goals related to the curriculum and learning so students understand they are not just playing a game but learning content.
       Communication
       It is important to keep an open line of communication with parents, so they understand how Minecraft is being used in the classroom and how it is helping students master the curriculum for the grade level and content area.

Conclusion

Minecraft is a popular game that is beginning to be used by educators to increase student engagement in all subject areas in K-12 education, and its use is grounded in instructional theory. The unique gaming experience is intriguing for children of all ages (male and female) and gives them the opportunity to be creative, think critically, collaborate and increase subject matter knowledge. Minecraft gives teachers the opportunity to become a facilitator of student learning while still meeting learning outcomes. And because of the sandbox model of play, teachers can easily scaffold their lessons to be tailored to each student’s academic ability.  With the rollout of MinecraftEdu, teachers with less technological know-how can still take advantage of Minecraft’s instructional advantages.  Hopefully, more educators will begin to see how Minecraft can be used in the classroom and will capitalize on its widespread appeal and motivational properties. 

References

Duncan, S. C. (2011) Minecraft, beyond construction and survival. Well Played 1(1), 1-22. Retrieved from http://press.etc.cmu.edu/wellplayed
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Makuch, Eddie. "Minecraft Console Sales Pass PC, Series Nears 54 Million Copies Sold." GameSpot. N.p., 25 June 2014. Web. Retrieved from http://www.gamespot.com/articles/minecraft-console-sales-pass-pc-series-nears-54-million-copies-sold/1100-6420724/
Murray, Jacqui. (2014). Minecraft in the Classroom Teaches Reading and More ... Retrieved from http://www.teachhub.com/minecraft-classroom-teaches-reading-writing-problem-solving
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Webster, Andrew. "Educational Building Blocks: How Minecraft Is Used in Classrooms." Artstechnia. Conde Nast, 3 Apr. 2011. Web. 21 Mar. 2015.
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