Pearson Correlations

Pearson Correlations

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Minecraft Education is a digital game-based learning platform that is thought to support the development of twenty-first century competencies and skills. The purpose of this study is to explore primary students’ experiences of using Minecraft Education during an innovative national project-based initiative. The initiative had two phases: 1) educati...

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... it may be helpful for individuals who are designing similar initiatives and project-based learning experiences with ME in the future to keep these potential differences in mind. Table 3 displays Pearson correlations. As some class groups had a small sample size, correlations are reported for the sample as a whole. ...

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... The target populations in these studies encompass a wide range of age groups within the K-12 education system. Primary school students and teachers feature prominently, with several studies focusing on this age group (Slattery et al., 2023b;MacLeod et al., 2021;Jensen & Hanghøj, 2020). Secondary education is also well-represented, with studies targeting middle school and high school students (Chang et al., 2024;Opmeer et al., 2019;Hewett et al., 2020). ...
... Various challenges emerged from these studies. Technical issues emerge as a common concern across several studies: Slattery et al. (2023b), Nkadimeng & Ankiewicz (2022) and Ivanov & Yordanov (2024) all report problems related to device availability, internet connectivity, and software compatibility. These technical hurdles can disrupt learning activities and potentially exacerbate existing inequalities in access to digital resources. ...
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The integration of digital technologies in education has led to innovative pedagogical approaches, with the videogame Minecraft emerging as a versatile platform for game-based learning. This systematic review examines recent literature on Minecraft’s educational applications in formal classroom settings. The study aims to evaluate Minecraft’s integration into school curricula, exploring its benefits, challenges, and effective implementation strategies. A qualitative synthesis of 18 peer-reviewed articles published between 2019 and 2024 was conducted, covering diverse educational contexts from kindergarten to secondary schools across various subjects. Findings indicate that Minecraft-based interventions can enhance spatial thinking, foster creativity, improve engagement, and support the teaching of abstract concepts. However, successful implementation requires careful consideration of curriculum alignment, assessment methodologies, and teacher training.
... Esta capacidad creativa también se extiende a la programación, ya que el juego ofrece herramientas para la creación de modificaciones (mods) que involucran conceptos de codificación y lógica de programación. (24,25) Por otra parte, la colaboración es otro elemento esencial que Minecraft fomenta en el entorno educativo. Los estudiantes pueden trabajar juntos en proyectos compartidos, lo que les ayuda a desarrollar habilidades sociales, de comunicación y trabajo en equipo. ...
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Introducción: El presente articulo expone los resultados de un proceso evaluativo en torno a la integración de Minecraft como ambiente virtual de enseñanza aprendizaje para el dominio del contenido científico de la asignatura de Ciencias Naturales en el subnivel de básica superior, destacando un enfoque de aprendizaje constructivista, el fomento de habilidades de resolución de problemas, el pensamiento crítico y la integración de las nuevas tecnologías en ambientes tradicionales de enseñanzaMétodos: Se implemento un diseño cuasiexperimental, incorporando un grupo experimental y un grupo de control con un total de 57 participantes. Se utilizo un cuestionario a modo de pre-test y post-test para medir la comprensión conceptual de los contenidos científicos, los mismos que fueron evaluado tras un mes de aplicación.Resultados: El grupo experimental tuvo una mayoría significativa en el rendimiento académico, marcando la eficacia de un entorno virtual como minecraft frente al tradicionalismo pedagógicoConclusiones: Se demostro que Minecraft puede mejorar el aprendizaje de las ciencias y facilitar la integración de las TIC en la educación, convirtiéndose en un ambiente virtual propicio para ser replicado en diversos contextos y niveles educativo.
... La aplicación del videojuego Sandbox Minecraft en los procesos de enseñanza y aprendizaje contribuye al desarrollo de conductas prosociales en estudiantes (Maraza, 2024). Los estudiantes señalaron que Minecraft ofrece excelentes oportunidades para el aprendizaje, especialmente en términos de creatividad y colaboración, que la plataforma es fácil de usar y útil, y que su uso es divertido (Slattery, 2023). Minecraft ofrece una amplia gama de beneficios a los jugadores, lo que lo convierte en un juego querido y versátil para personas de todas las edades (Zamziba, 2024). ...
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La gamificación ha demostrado ser un método educativo eficaz, capaz de hacer el aprendizaje más dinámico y atractivo. En este contexto, Minecraft, un popular juego de construcción, se ha convertido en una herramienta innovadora en la enseñanza. Este artículo presenta la creación de un servidor en Minecraft enfocado en la enseñanza del álgebra de Boole, un tema fundamental en la lógica matemática y las ciencias computacionales. Se desarrolló un servidor en la plataforma Aternos, integrando plugins como AlonsoLeaderboards para motivar a los estudiantes mediante actividades interactivas y competitivas. Los estudiantes de computación de la Universidad Politécnica Salesiana participaron en actividades diseñadas para enseñar los conceptos básicos del álgebra de Boole, como la construcción y manipulación de puertas lógicas y circuitos. El entorno permitió la colaboración entre estudiantes, quienes resolvieron problemas y compartieron conocimientos, fomentando el aprendizaje y la competencia amistosa. El servidor ofreció flexibilidad, ajustando las actividades a diferentes niveles de competencia y ritmos de aprendizaje. Las encuestas cualitativas y cuantitativas realizadas a los estudiantes mostraron resultados preliminares muy positivos, con alta participación y entusiasmo. Los comentarios destacaron la facilidad de uso del servidor y la efectividad de las actividades para comprender el álgebra de Boole. El servidor educativo de Minecraft ofreció una forma innovadora y eficaz de enseñar álgebra de Boole, involucrando activamente a los estudiantes y mejorando su comprensión de conceptos matemáticos y lógicos.
... An individual's ability to apply their acquired knowledge serves as evidence of learning achievement. Research by Antonopoulou et al. (2022), Kaldarova et al. (2023), and Slattery et al. (2023) supports the idea of improved learning achievement through the use of ramified strategies. However, other types of applications demonstrate that motivation is not synonymous with academic success (Hanghøj et al., 2018). ...
... Commercial video games serve as a tool to enhance social and learning interactions among at-risk students (Hanghøj et al., 2018). Slattery et al. (2023) recognize the significance of video games in the learning process as a component of the technological interaction students should engage in, enabling them to enhance their processes. They clarify that the incorporation of these technologies does not determine academic Frontiers in Education 04 frontiersin.org ...
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School engagement is defined as students’ dedication to activities empirically linked to desired outcomes. This concept encompasses all dimensions of being: academic, emotional, and behavioral. Gamification is presented as an innovative strategy in the field of education because using game design elements can engage students in the learning process. This systematic review sought to analyze the development of research in the academic literature on gamification as a strategy to favor school engagement in primary and secondary education, conducted between 2013 and 2023. A total of n = 90 interventions that met the inclusion criteria were identified using the PRISMA methodology guidelines. The results show that there is a need to evaluate school engagement from a broader perspective when using the gamification strategy and to identify other elements that are necessary to achieve the proposed objectives in the teaching and learning process. Findings also demonstrate that it is important to consider a more holistic view that includes not only motivation and participation, but also other factors and dimensions of school engagement.
... Unlike traditional modules or curricula that are often limited to theoretical knowledge, MinUS-C Module engages students through handson virtual simulations that mirror real-world applications of solar PV technology. This approach not only enhances technical understandingbut also encourages active engagement and acceptance of renewable energy, making it a pioneering tool in the field (Slattery et al., 2023). ...
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... Integrating both gamification and AI into education provides an interesting method of including students in the process of teaching while improving learning outcomes (Deterding et al., 2011). A special education adaption of Minecraft for Education Edition enables students to learn new things by exploring, building and solving problems virtually (Slattery et al., 2023). There are different games and activities incorporated into ABCmouse.com ...
Chapter
The evolution of Artificial Intelligence (AI) has significantly transformed various fields, including education, by introducing advanced techniques and algorithms. This transformation encompasses tasks such as convergence, classification, identification, recognition, and beyond, integrating knowledge from sociology, psychology, ethics, computer science and pedagogy. The historical milestones of AI, from the early works of Turning and McCarthy to the recent advancements in Large Language Models (LLMs) like ChatGPT, demonstrate AI's progression and its impact on education. Recent advancements in AI, including Internet of Thing, Machine Learning, Augmented Reality, and Virtual Reality, have transformed the educational landscape, making it more inclusive and accessible for individuals with disabilities. This chapter proposes AI as solution to the field of special education particularly while addressing the needs of CwSN in mainstream settings. The research conducted in the past suggests that the use AI has greater advantages over traditional methods of teaching to the CwSN.
... For example, Minecraft Education's top 10 Minecraft moments of 2021 included items about their 'sustainability worlds', Climate and Sustainability Subject Kit, and UNESCO partnership inspired by the SDGs [32], and in June 2024 they announced a new UNESCO partnership to create and globally distribute educational content on sustainability and climate change [33]. In Ireland, a 2021 national competition offered a creative, collaborative, and engaging opportunity to design a sustainable version of their local area in Minecraft [34]. Likewise, links between engineering and Minecraft have been recognised since the game's release [12,35,36]. ...
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The United Nations adopted the Sustainable Development Goals in 2015 as a call to “end poverty, protect the planet, and ensure that by 2030 all people enjoy peace and prosperity”. The UK-based Science Hunters programme uses Minecraft to engage children with Science, Technology, Engineering, and Maths. Its Engineering for Sustainable Societies project engaged children from under-represented backgrounds with engineering and the Sustainable Development Goals. We conducted mixed-methods interviews with eleven teachers, with objectives of exploring their needs and views with regard to this opportunity to use Minecraft and engineering to engage their students with the Sustainable Development Goals. Inductive thematic analysis of the qualitative data indicated that teachers were interested in the appeal and creativity of Minecraft, opportunities to creatively learn about and explore engineering at various ages, and real-world relevancy. Access barriers and the unlimited nature of the game were concerns. They felt that students would gain greater understanding of sustainability and what they can do, and deep exploration of the topic at their own level. Overall, it was felt that engineering and the Sustainable Development Goals, explored in Minecraft, could give children the opportunity to think about the future of the world they live in.
... [27; 28]. The application of Minecraft contributes to the development of numerous competencies, such as communication, collaboration, logical thinking, algorithmic thinking [29], problem-solving, creativity, design thinking, openness, spatial vision, and spatial orientation [30][31][32]. A 2017 study [33] highlighted Minecraft's skill development possibilities, with 90% of teachers who used Minecraft in the classroom stating that the game develops students' problem-solving abilities, creativity, critical thinking and collaboration skills. ...
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Within the context of three Minecraft children's university camps, this study systematically examined the positive motivational impacts and adverse consequences associated with video game engagement. The Minecraft game served as an interactive tool for educational purposes and the cultivation of students' attitudes. Two camps focused on the theme of renewable energy sources, while one centered on the realm of security technology. Using questionnaire research during the camps, we sought to investigate students' motivations for gameplay and identify potential areas of problematic usage. The research findings shed light on the gaming habits of the participants, providing valuable insights for the planning of future Minecraft camp learning and teaching processes. Notably, the Minecraft video game played a significant role in fostering students' environmental and safety awareness, enhancing their interest in technology, and cultivating skills such as problem-solving, algorithmic thinking, creativity, cooperation, and effective communication. These outcomes underscore the potential of Minecraft as an educational tool and contribute to the broader understanding of its impact on children's development in various domains.
... The implementation of Minecraft gamification has been conducted across disciplines. Research has demonstrated the advantages of utilizing Minecraft in educational settings (Slattery et al., 2023;Smolčec, 2014): ...
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The exponential growth of technology has spurred innovation across a range of fields. This is also evident in the field of educational technology. A variety of studies are conducted to enhance the quality of education and foster meaningful learning. The objective of this research is to examine the potential of Minecraft as a learning tool. The methodology employed is that of a systematic literature review (SLR), which entails a library study flow designed to identify and review journals pertinent to the research topic. This process ultimately yields conclusions. The findings of the research indicate that Minecraft can be incorporated into a variety of subjects. The advantages of integrating Minecraft into learning strategies include enhanced collaboration skills, creativity, digital proficiency, peer tutoring, time management, and an immersive learning environment. Keywords: Minecraft, Technology Development, Immersion, Quality Education
... A study in Ireland on the experiences of primary school students using Minecraft Education (ME) also demonstrated how digital competence has been enhanced, particularly in terms of their improved use of digital devices IJSSHR, Volume 07 Issue 06 June 2024 www.ijsshr.in Page 4276 during project implementation [8]. The extensive research on digital competence has highlighted its significant role and impact across various fields of social life. ...
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The global trend of Industry 4.0 has significantly accelerated the digital transformation process. In the field of education, digital transformation is bringing substantial changes to the educational policies and orientations of many countries, especially developing nations. This necessitates equipping students with comprehensive knowledge, skills, and digital competencies to enhance teaching quality and meet future societal demands, even starting from primary education. Although the development of digital competence is expected to yield positive outcomes, it also poses considerable challenges for educators in terms of thorough preparation and policy formulation. The purpose of this study is to explore the factors influencing the development of digital competence in primary school students. The validity and reliability of the measurement tools were assessed using SPSS analysis to perform exploratory factor analysis (EFA), determine reliability, and extract prominent factors. Factor analysis using Varimax rotation retained 16 items in the questionnaire. Analysis of the results from 86 survey samples revealed three factors influencing the development of digital competence, with a KMO measure of sampling adequacy of 0.903; Bartlett's test indicated a Chi-Square significance level of 0.000 < 0.05. These findings provide direction for teachers in identifying priorities to form and develop digital competence in primary school students.