"Growing evidence demonstrates that digital games can be used to advance standards-based content mastery in literacy and math, develop a deep understanding of STEM concepts and build critical 21st century skills that are essential for preparing youth for success in a global and digital marketplace." (Games and Learning Publishing Council at the Joan Ganz Cooney Center, 2014)
The digital space is one that is as natural to our students as reality. Utilising different digital spaces effectively can not only benefit teaching and learning in many ways but is essential in addressing the processes by which our students learn in the digital age. Research is proving that games-based learning is an invaluable asset in presenting learning in relevant, engaging and highly adaptive ways. The Bring Your Own Device model of technology currently employed in NSW schools allows educators and their students to access more technologies then ever before. Mathletics, Skoolbo, Grammatikus and other online learning platforms are being adopted by our schools to aid in learning successfully. However each of these platforms is limited to the lessons and content that are programmed into them with creativity and improvisation unable to be utilised as a result.
What if you could access a program that emphasises student creativity across a range of KLA areas? An environment you could change to suit your students' learning needs year after year. MinecraftEDU allows for this on a platform that has become a leading force for changing the way video games are viewed and programmed worldwide with an educational platform developed by educators for educators available at a discounted price.
The digital space is one that is as natural to our students as reality. Utilising different digital spaces effectively can not only benefit teaching and learning in many ways but is essential in addressing the processes by which our students learn in the digital age. Research is proving that games-based learning is an invaluable asset in presenting learning in relevant, engaging and highly adaptive ways. The Bring Your Own Device model of technology currently employed in NSW schools allows educators and their students to access more technologies then ever before. Mathletics, Skoolbo, Grammatikus and other online learning platforms are being adopted by our schools to aid in learning successfully. However each of these platforms is limited to the lessons and content that are programmed into them with creativity and improvisation unable to be utilised as a result.
What if you could access a program that emphasises student creativity across a range of KLA areas? An environment you could change to suit your students' learning needs year after year. MinecraftEDU allows for this on a platform that has become a leading force for changing the way video games are viewed and programmed worldwide with an educational platform developed by educators for educators available at a discounted price.
MINECRAFT FOR EDUCATION
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MinecraftEDU is a Mojang approved, regularly updated and cost effective version of Minecraft Software. It has been designed specifically with school networks in mind. As such it is easy to use, install and deploy in our technology environment.
In addition to this, MinecraftEDU has been adopted in schools worldwide with a user community that is ready to design, share and collaborate across continental borders. With it's new cloud based server environment, schools have and even greater ability to connect with students and educators in other countries, states and regions and collaboarate in an open versatile environment |
MinecraftEDU is available for purchase at HERE.
WHAT OUR STUDENTS HAVE TO SAY
When asked to define exactly what Minecraft was, Lomandra SSP students had varied responses but ultimately all used the same terminology; imagination, creation, team work and design. "Minecraft is imagination".
Students defined that within the Minecraft world, they could create whatever they imagined. Examples included creating homes and villages, recreating ancient civilistations, creating video games inside of the program, programming, using mathematics blocks to do their times tables and a raft of other possibilities, they listed when asked "Why should we use Minecraft in Education?" |
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EXAMPLE UNIT: Minecraft Lego Challenge
The following Minecraft challenge was presented to students in Stages 3 and 4 at Lomandra SSP as part of the project that created this site. Students received the worksheet in class and viewed the instructional video before discussing how they would achieve the outcomes of the challenge as a team. Once each class had decided on a plan, they accessed a map created for the project by the coordinator of the challenge and stored on the schools Minecraft Server.
The worksheet associated with this unit can be found here: |
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Above is the instructional video that accompanied the challenge.
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RESEARCH
Using Minecraft in Education: A Qualitative Study on Benefits and Challenges of Game-Based Education
Research Article by Anton Petrov from the University of Toronto (April 2014)
Evidence Continues to Mount on Learning Benefit of All Video Games
Article featured on gamesandlearning.org, this article outlines some of the benefits of playing video games for students.
Digital Natives, Digital Immigrants - Marc Prensky, 2001
Article originally published in exploring the way students today think as a result of the rapid dissemination of technology in the latter 20th Century
Level Up Learning: A National Survey of teaching with Digital Games - Lori M. Takeuchi and Sarah Vaala (2014)
"In Fall 2013, the Joan Ganz Cooney Center, on behalf of the Games and Learning Publishing Council, surveyed 694 K-8 teachers from across the United States on whether and how they are using digital games with their students." This report publishes the main findings of this survey.
The Joan Ganz Cooney Center
The Joan Ganz Cooney Center at the Sesame Workshop is at the forefront of digital innovation research in America. The website includes links to research, new technologies and resource information and provides information on current issues.
Games and Learning.org
From website: "Gamesandlearning.org is a news and information service aimed at increasing the amount of information available for those interested in developing and funding new educational games for children and young adults. The site is operated by the Joan Ganz Cooney Center and is a project of the Games and Learning Council."
STEM in Schools
Churchill Trust fellowship Article (2014) by Neil Bramsen, Assistant Principal at Mt Ousley Public School available through the Macquarie ICT Innovations Centre.
Research Article by Anton Petrov from the University of Toronto (April 2014)
Evidence Continues to Mount on Learning Benefit of All Video Games
Article featured on gamesandlearning.org, this article outlines some of the benefits of playing video games for students.
Digital Natives, Digital Immigrants - Marc Prensky, 2001
Article originally published in exploring the way students today think as a result of the rapid dissemination of technology in the latter 20th Century
Level Up Learning: A National Survey of teaching with Digital Games - Lori M. Takeuchi and Sarah Vaala (2014)
"In Fall 2013, the Joan Ganz Cooney Center, on behalf of the Games and Learning Publishing Council, surveyed 694 K-8 teachers from across the United States on whether and how they are using digital games with their students." This report publishes the main findings of this survey.
The Joan Ganz Cooney Center
The Joan Ganz Cooney Center at the Sesame Workshop is at the forefront of digital innovation research in America. The website includes links to research, new technologies and resource information and provides information on current issues.
Games and Learning.org
From website: "Gamesandlearning.org is a news and information service aimed at increasing the amount of information available for those interested in developing and funding new educational games for children and young adults. The site is operated by the Joan Ganz Cooney Center and is a project of the Games and Learning Council."
STEM in Schools
Churchill Trust fellowship Article (2014) by Neil Bramsen, Assistant Principal at Mt Ousley Public School available through the Macquarie ICT Innovations Centre.
RESOURCES
MinecraftEDU
The website for MinecraftEDU software. Includes links to research articles on the benefits of Minecraft in education, teaching and learning resources and access to forums and communications networks with educators working with Minecraft around the world.
MinecraftEDU Teaching Resources
Extensive resources aimed at aiding teachers begin to plan Minecraft based Lessons. Includes lesson plans and ideas across a range of KLA's, student information sheets, how to guides and plenty more to help teachers.
The Nine Elements of Digital Citizenship
Website outlining the nine elements at the core of digital citizenship. Includes research articles and resources.
NSW Department of Education Digital Citizenship Website
Provides "essential information for students, teachers and parents about digital citizenship and being safe, positive and responsible online."
The website for MinecraftEDU software. Includes links to research articles on the benefits of Minecraft in education, teaching and learning resources and access to forums and communications networks with educators working with Minecraft around the world.
MinecraftEDU Teaching Resources
Extensive resources aimed at aiding teachers begin to plan Minecraft based Lessons. Includes lesson plans and ideas across a range of KLA's, student information sheets, how to guides and plenty more to help teachers.
The Nine Elements of Digital Citizenship
Website outlining the nine elements at the core of digital citizenship. Includes research articles and resources.
NSW Department of Education Digital Citizenship Website
Provides "essential information for students, teachers and parents about digital citizenship and being safe, positive and responsible online."