Development of intellectual and scientific abilities through game-programming in Minecraft
In recent years, the technological revolution has changed the way we see reality and interact with it. Inevitably, education and didactic planning have also had to deal with new technologies. Indeed, the presence of digital tools has radically changed people’s lives since childhood. Many educational...
Uložené v:
| Vydané v: | Education and information technologies Ročník 27; číslo 5; s. 7241 - 7256 |
|---|---|
| Hlavný autor: | |
| Médium: | Journal Article |
| Jazyk: | English |
| Vydavateľské údaje: |
New York
Springer US
01.06.2022
Springer Springer Nature B.V |
| Predmet: | |
| ISSN: | 1360-2357, 1573-7608 |
| On-line prístup: | Získať plný text |
| Tagy: |
Pridať tag
Žiadne tagy, Buďte prvý, kto otaguje tento záznam!
|
| Abstract | In recent years, the technological revolution has changed the way we see reality and interact with it. Inevitably, education and didactic planning have also had to deal with new technologies. Indeed, the presence of digital tools has radically changed people’s lives since childhood. Many educational realities have exploited this digital transformation to speed up and specialize learning, customizing study plans and type of software according to age groups. The activity of the Digital Education Lab is part of this context. It is a digital education school which uses the game software
Minecraft Education Edition
to teach its students the fundamental principles of computer science, geometry and mathematics. This article discusses learning key science concepts through game learning. The analysis carried out allows to see that students are facilitated in learning complex scientific concepts when these are shown through the game and can therefore be “experienced”. The learning of 186 students aged between 8 and 10, who are generally at the first approaches to the digital world, has been evaluated. To evaluate the acquisition of knowledge through these innovative methods, at the end of the didactic course we have administered anonymous tests through the Google classroom platform. The results show that learning through a game-software facilitates the learning of basic scientific information as well as fostering the capacity for interconnection and transversality. |
|---|---|
| AbstractList | In recent years, the technological revolution has changed the way we see reality and interact with it. Inevitably, education and didactic planning have also had to deal with new technologies. Indeed, the presence of digital tools has radically changed people’s lives since childhood. Many educational realities have exploited this digital transformation to speed up and specialize learning, customizing study plans and type of software according to age groups. The activity of the Digital Education Lab is part of this context. It is a digital education school which uses the game software Minecraft Education Edition to teach its students the fundamental principles of computer science, geometry and mathematics. This article discusses learning key science concepts through game learning. The analysis carried out allows to see that students are facilitated in learning complex scientific concepts when these are shown through the game and can therefore be “experienced”. The learning of 186 students aged between 8 and 10, who are generally at the first approaches to the digital world, has been evaluated. To evaluate the acquisition of knowledge through these innovative methods, at the end of the didactic course we have administered anonymous tests through the Google classroom platform. The results show that learning through a game-software facilitates the learning of basic scientific information as well as fostering the capacity for interconnection and transversality. In recent years, the technological revolution has changed the way we see reality and interact with it. Inevitably, education and didactic planning have also had to deal with new technologies. Indeed, the presence of digital tools has radically changed people’s lives since childhood. Many educational realities have exploited this digital transformation to speed up and specialize learning, customizing study plans and type of software according to age groups. The activity of the Digital Education Lab is part of this context. It is a digital education school which uses the game software Minecraft Education Edition to teach its students the fundamental principles of computer science, geometry and mathematics. This article discusses learning key science concepts through game learning. The analysis carried out allows to see that students are facilitated in learning complex scientific concepts when these are shown through the game and can therefore be “experienced”. The learning of 186 students aged between 8 and 10, who are generally at the first approaches to the digital world, has been evaluated. To evaluate the acquisition of knowledge through these innovative methods, at the end of the didactic course we have administered anonymous tests through the Google classroom platform. The results show that learning through a game-software facilitates the learning of basic scientific information as well as fostering the capacity for interconnection and transversality. In recent years, the technological revolution has changed the way we see reality and interact with it. Inevitably, education and didactic planning have also had to deal with new technologies. Indeed, the presence of digital tools has radically changed people's lives since childhood. Many educational realities have exploited this digital transformation to speed up and specialize learning, customizing study plans and type of software according to age groups. The activity of the Digital Education Lab is part of this context. It is a digital education school which uses the game software Minecraft Education Edition to teach its students the fundamental principles of computer science, geometry and mathematics. This article discusses learning key science concepts through game learning. The analysis carried out allows to see that students are facilitated in learning complex scientific concepts when these are shown through the game and can therefore be "experienced". The learning of 186 students aged between 8 and 10, who are generally at the first approaches to the digital world, has been evaluated. To evaluate the acquisition of knowledge through these innovative methods, at the end of the didactic course we have administered anonymous tests through the Google classroom platform. The results show that learning through a game-software facilitates the learning of basic scientific information as well as fostering the capacity for interconnection and transversality.In recent years, the technological revolution has changed the way we see reality and interact with it. Inevitably, education and didactic planning have also had to deal with new technologies. Indeed, the presence of digital tools has radically changed people's lives since childhood. Many educational realities have exploited this digital transformation to speed up and specialize learning, customizing study plans and type of software according to age groups. The activity of the Digital Education Lab is part of this context. It is a digital education school which uses the game software Minecraft Education Edition to teach its students the fundamental principles of computer science, geometry and mathematics. This article discusses learning key science concepts through game learning. The analysis carried out allows to see that students are facilitated in learning complex scientific concepts when these are shown through the game and can therefore be "experienced". The learning of 186 students aged between 8 and 10, who are generally at the first approaches to the digital world, has been evaluated. To evaluate the acquisition of knowledge through these innovative methods, at the end of the didactic course we have administered anonymous tests through the Google classroom platform. The results show that learning through a game-software facilitates the learning of basic scientific information as well as fostering the capacity for interconnection and transversality. In recent years, the technological revolution has changed the way we see reality and interact with it. Inevitably, education and didactic planning have also had to deal with new technologies. Indeed, the presence of digital tools has radically changed people's lives since childhood. Many educational realities have exploited this digital transformation to speed up and specialize learning, customizing study plans and type of software according to age groups. The activity of the Digital Education Lab is part of this context. It is a digital education school which uses the game software to teach its students the fundamental principles of computer science, geometry and mathematics. This article discusses learning key science concepts through game learning. The analysis carried out allows to see that students are facilitated in learning complex scientific concepts when these are shown through the game and can therefore be "experienced". The learning of 186 students aged between 8 and 10, who are generally at the first approaches to the digital world, has been evaluated. To evaluate the acquisition of knowledge through these innovative methods, at the end of the didactic course we have administered anonymous tests through the Google classroom platform. The results show that learning through a game-software facilitates the learning of basic scientific information as well as fostering the capacity for interconnection and transversality. |
| Audience | Elementary Education Academic |
| Author | Bile, Alessandro |
| Author_xml | – sequence: 1 givenname: Alessandro orcidid: 0000-0002-4112-2544 surname: Bile fullname: Bile, Alessandro email: alessandro.bile@uniroma1.it organization: Department of Fundamental and Applied Sciences for Engineering, Sapienza Università di Roma |
| BackLink | http://eric.ed.gov/ERICWebPortal/detail?accno=EJ1341032$$DView record in ERIC https://www.ncbi.nlm.nih.gov/pubmed/35153536$$D View this record in MEDLINE/PubMed |
| BookMark | eNp9kktv1TAQhSNURB_wB5BAkbphkzJjx4mzQapKeamIDWzYWL6OnbpK7IudVKK_nrncPmiFKi9i5Xzn2DOe_WInxGCL4iXCEQK0bzNCw7sKGKsQZFdXV0-KPRQtr9oG5A7teQMV46LdLfZzvgCArq3Zs2KXCxRc8Gav-PneXtoxricb5jK60ofZjqM186LHUoe-zMaT5J03pV750c_e5nI-T3EZzstBT7ZapzgkPU0-DGQvv_pgTdJufl48dXrM9sX196D48eH0-8mn6uzbx88nx2eVEQ2fKyN1j1Zj3_a1Rge6F6Zn1vDOaSadAF473nXNCoxwaLjBBsEJyUCQQB04KN5tc9fLarK9oesmPap18pNOv1XUXt1Xgj9XQ7xUUjKUABTw5jogxV-LzbOafDbUBh1sXLJiDZONROyQ0MMH6EVcUqDyiJJ0KUQp7qhBj1b54CKdazah6riFTjRC1B1RR_-haPV28oae2nn6f8_w-t9Cbyu8eU0CXm0Bm7y5lU-_IK8ROCNdbnWTYs7JOmX8rGcfN33xo0JQm8FS28FSNFjq72CpK7KyB9ab-EdNfGvKBIfBprtuPeL6A6Zv350 |
| CitedBy_id | crossref_primary_10_1007_s10758_022_09634_6 crossref_primary_10_1177_07356331251333874 crossref_primary_10_1007_s10639_022_11423_8 crossref_primary_10_3390_educsci14101078 crossref_primary_10_1007_s10758_024_09752_3 crossref_primary_10_1016_j_tsc_2023_101369 crossref_primary_10_1007_s10758_023_09654_w crossref_primary_10_1088_1361_6552_ad7347 crossref_primary_10_1093_cercor_bhae061 crossref_primary_10_3390_educsci14010085 crossref_primary_10_1002_cae_70066 crossref_primary_10_1007_s10639_024_12528_y crossref_primary_10_1080_00167487_2023_2260221 crossref_primary_10_1016_j_jretconser_2025_104259 crossref_primary_10_3390_computers13080188 crossref_primary_10_3390_su15129331 crossref_primary_10_3390_educsci15070887 crossref_primary_10_1080_1554480X_2024_2388090 |
| Cites_doi | 10.1145/1536513.1536557 10.1111/jcal.12334 10.1111/j.2044-8279.1976.tb02980.x 10.1016/j.lindif.2015.08.017 10.1038/s42003-021-02652-7 10.1007/s10648-017-9406-6 10.1145/3402942.3409788 10.1080/00336297.2003.10491797 10.1016/j.tsc.2009.11.001 10.1109/46332.2021.9453953 10.1016/j.entcom.2021.100427 10.1037/a0031311 10.1016/j.chb.2021.106701 10.21125/edulearn.2020.1946 10.1016/j.eswa.2012.04.052 10.1016/j.childyouth.2020.105440 10.1007/s10956-012-9416-6 |
| ContentType | Journal Article |
| Copyright | The Author(s) 2022 The Author(s) 2022. COPYRIGHT 2022 Springer The Author(s) 2022. This work is published under http://creativecommons.org/licenses/by/4.0/ (the “License”). Notwithstanding the ProQuest Terms and Conditions, you may use this content in accordance with the terms of the License. |
| Copyright_xml | – notice: The Author(s) 2022 – notice: The Author(s) 2022. – notice: COPYRIGHT 2022 Springer – notice: The Author(s) 2022. This work is published under http://creativecommons.org/licenses/by/4.0/ (the “License”). Notwithstanding the ProQuest Terms and Conditions, you may use this content in accordance with the terms of the License. |
| DBID | C6C AAYXX CITATION 7SW BJH BNH BNI BNJ BNO ERI PET REK WWN NPM 0-V 3V. 7XB 88B 8FK 8G5 ABUWG AFKRA AHOVV ALSLI AZQEC BENPR CCPQU CJNVE DWQXO GNUQQ GUQSH M0P M2O MBDVC PHGZM PHGZT PKEHL PQEDU PQEST PQQKQ PQUKI PRINS Q9U 7X8 5PM |
| DOI | 10.1007/s10639-022-10894-z |
| DatabaseName | Open Access Journals from Springer Nature CrossRef ERIC ERIC (Ovid) ERIC ERIC ERIC (Legacy Platform) ERIC( SilverPlatter ) ERIC ERIC PlusText (Legacy Platform) Education Resources Information Center (ERIC) ERIC PubMed ProQuest Social Sciences Premium Collection ProQuest Central (Corporate) ProQuest Central (purchase pre-March 2016) Education Database (Alumni Edition) ProQuest Central (Alumni) (purchase pre-March 2016) Research Library (Alumni Edition) ProQuest Central (Alumni) ProQuest Central UK/Ireland Education Research Index Social Science Premium Collection ProQuest Central Essentials ProQuest Central ProQuest One Community College Education Collection ProQuest Central ProQuest Central Student Research Library Prep Education Database Research Library Research Library (Corporate) ProQuest Central Premium ProQuest One Academic (New) ProQuest One Academic Middle East (New) One Education ProQuest One Academic Eastern Edition (DO NOT USE) ProQuest One Academic (retired) ProQuest One Academic UKI Edition ProQuest Central China ProQuest Central Basic MEDLINE - Academic PubMed Central (Full Participant titles) |
| DatabaseTitle | CrossRef ERIC PubMed ProQuest One Education Social Science Premium Collection Education Collection Research Library Prep ProQuest Central Student ProQuest One Academic Middle East (New) ProQuest Central Basic ProQuest Education Journals ProQuest Central Essentials ProQuest One Academic Eastern Edition ProQuest Central (Alumni Edition) ProQuest One Community College Research Library (Alumni Edition) ProQuest Central China ProQuest Central ProQuest Social Sciences Premium Collection ProQuest One Academic UKI Edition ProQuest Central Korea ProQuest Research Library ProQuest Central (New) ProQuest One Academic ProQuest Education Journals (Alumni Edition) ProQuest One Academic (New) ProQuest Central (Alumni) MEDLINE - Academic |
| DatabaseTitleList | ProQuest One Education MEDLINE - Academic CrossRef PubMed ERIC |
| Database_xml | – sequence: 1 dbid: NPM name: PubMed url: http://www.ncbi.nlm.nih.gov/entrez/query.fcgi?db=PubMed sourceTypes: Index Database – sequence: 2 dbid: BENPR name: ProQuest Central url: https://www.proquest.com/central sourceTypes: Aggregation Database |
| DeliveryMethod | fulltext_linktorsrc |
| Discipline | Engineering Education Computer Science |
| EISSN | 1573-7608 |
| ERIC | EJ1341032 |
| EndPage | 7256 |
| ExternalDocumentID | PMC8821800 A709565549 35153536 EJ1341032 10_1007_s10639_022_10894_z |
| Genre | Journal Article |
| GroupedDBID | -4Z -59 -5G -BR -EM -W8 -Y2 -~C .86 .GO .VR 0-V 06D 0R~ 0VY 1N0 1SB 2.D 203 28- 29G 2J2 2JN 2JY 2KG 2LR 2P1 2VQ 2~H 30V 3V. 4.4 406 408 409 40D 40E 5GY 5QI 5VS 67Z 6NX 8G5 8TC 8UJ 95- 95. 95~ 96X AAAVM AABHQ AACDK AAHNG AAHSB AAIAL AAJBT AAJKR AANZL AAOBN AARHV AARTL AASML AATNV AATVU AAUYE AAWCG AAYIU AAYOK AAYQN AAYTO AAYZH ABAKF ABBBX ABBXA ABDZT ABECU ABFTD ABFTV ABHLI ABHQN ABJNI ABJOX ABKCH ABKTR ABMNI ABMQK ABNWP ABOPQ ABQBU ABQSL ABSXP ABTEG ABTHY ABTKH ABTMW ABULA ABUWG ABWNU ABXPI ACAOD ACDTI ACGFO ACGFS ACHSB ACHXU ACKNC ACMDZ ACMLO ACOKC ACOMO ACPIV ACREN ACSNA ACYUM ACZOJ ADHHG ADHIR ADIMF ADINQ ADKNI ADKPE ADMLS ADRFC ADTPH ADURQ ADYFF ADYOE ADZKW AEBTG AEFIE AEFQL AEGAL AEGNC AEJHL AEJRE AEKMD AEMSY AEOHA AEPYU AESKC AETLH AEVLU AEXYK AFBBN AFEXP AFGCZ AFKRA AFLOW AFQWF AFWTZ AFYQB AFZKB AGAYW AGDGC AGGDS AGJBK AGMZJ AGQEE AGQMX AGRTI AGWIL AGWZB AGYKE AHAVH AHBYD AHKAY AHSBF AHYZX AIAKS AIGIU AIIXL AILAN AITGF AJBLW AJRNO AJZVZ ALMA_UNASSIGNED_HOLDINGS ALSLI ALWAN AMKLP AMTXH AMXSW AMYLF AMYQR AOCGG ARALO ARMRJ ASPBG AVWKF AXYYD AYJHY AZFZN AZQEC B-. BA0 BBWZM BDATZ BENPR BGNMA BPHCQ BSONS C6C CAG CCPQU CJNVE COF CS3 CSCUP DDRTE DL5 DNIVK DPUIP DU5 DWQXO EBLON EBS EDJ EIOEI EJD ESBYG FEDTE FERAY FFXSO FIGPU FINBP FNLPD FRRFC FSGXE FWDCC GGCAI GGRSB GJIRD GNUQQ GNWQR GQ6 GQ7 GQ8 GUQSH GXS H13 HF~ HG5 HG6 HMJXF HQYDN HRMNR HVGLF HZ~ I09 IAO ICD IEA IER IHE IJ- IKXTQ ITC ITM IWAJR IXC IZIGR IZQ I~X I~Z J-C J0Z JBSCW JCJTX JZLTJ KDC KOV KOW LAK LLZTM M0P M2O M4Y MA- MK~ ML~ N2Q NB0 NDZJH NPVJJ NQJWS NU0 O-J O9- O93 O9G O9I O9J OAM OVD P19 P2P P9O PF0 PQEDU PQQKQ PROAC PT4 PT5 Q2X QOK QOS R-Y R4E R89 R9I RHV RNI ROL RPX RSV RZC RZD RZK S16 S1Z S26 S27 S28 S3B SAP SCJ SCLPG SCO SDH SDM SHX SISQX SJYHP SNE SNPRN SNX SOHCF SOJ SPISZ SRMVM SSLCW STPWE SZN T13 T16 TEORI TSG TSK TSV TUC U2A UG4 UOJIU UTJUX UZXMN VC2 VFIZW W23 W48 WK6 WK8 YLTOR Z45 Z81 Z83 Z88 ZMTXR ~A9 ~EX AAPKM AAYXX ABBRH ABDBE ABFSG ABRTQ ACSTC ADHKG AEZWR AFDZB AFFHD AFHIU AFOHR AGQPQ AHPBZ AHWEU AIXLP ATHPR AYFIA CITATION PHGZM PHGZT 7SW BJH BNH BNI BNJ BNO ERI PET REK WWN NPM 7XB 8FK AHOVV MBDVC PKEHL PQEST PQUKI PRINS Q9U 7X8 5PM |
| ID | FETCH-LOGICAL-c563t-c8ad1ea1d7d4a1f0ad5cd2ec39fa28f5034f3996b0c5f1c3c1610f582054f3063 |
| IEDL.DBID | RSV |
| ISICitedReferencesCount | 21 |
| ISICitedReferencesURI | http://www.webofscience.com/api/gateway?GWVersion=2&SrcApp=Summon&SrcAuth=ProQuest&DestLinkType=CitingArticles&DestApp=WOS_CPL&KeyUT=000752366000001&url=https%3A%2F%2Fcvtisr.summon.serialssolutions.com%2F%23%21%2Fsearch%3Fho%3Df%26include.ft.matches%3Dt%26l%3Dnull%26q%3D |
| ISSN | 1360-2357 |
| IngestDate | Tue Nov 04 02:01:47 EST 2025 Sun Nov 09 13:06:07 EST 2025 Tue Dec 02 15:56:27 EST 2025 Sat Nov 29 13:36:50 EST 2025 Sat Nov 29 10:22:54 EST 2025 Wed Feb 19 02:27:57 EST 2025 Tue Dec 02 16:39:42 EST 2025 Sat Nov 29 06:26:23 EST 2025 Tue Nov 18 22:16:39 EST 2025 Fri Feb 21 02:46:06 EST 2025 |
| IsDoiOpenAccess | true |
| IsOpenAccess | true |
| IsPeerReviewed | true |
| IsScholarly | true |
| Issue | 5 |
| Keywords | Programming Technological learning Minecraft education edition Microsoft MakeCode Digital education Game-base learning |
| Language | English |
| License | The Author(s) 2022. Open AccessThis article is licensed under a Creative Commons Attribution 4.0 International License, which permits use, sharing, adaptation, distribution and reproduction in any medium or format, as long as you give appropriate credit to the original author(s) and the source, provide a link to the Creative Commons licence, and indicate if changes were made. The images or other third party material in this article are included in the article's Creative Commons licence, unless indicated otherwise in a credit line to the material. If material is not included in the article's Creative Commons licence and your intended use is not permitted by statutory regulation or exceeds the permitted use, you will need to obtain permission directly from the copyright holder. To view a copy of this licence, visit http://creativecommons.org/licenses/by/4.0/. |
| LinkModel | DirectLink |
| MergedId | FETCHMERGED-LOGICAL-c563t-c8ad1ea1d7d4a1f0ad5cd2ec39fa28f5034f3996b0c5f1c3c1610f582054f3063 |
| Notes | ObjectType-Article-1 SourceType-Scholarly Journals-1 ObjectType-Feature-2 content type line 14 content type line 23 |
| ORCID | 0000-0002-4112-2544 |
| OpenAccessLink | https://link.springer.com/10.1007/s10639-022-10894-z |
| PMID | 35153536 |
| PQID | 2685821185 |
| PQPubID | 55384 |
| PageCount | 16 |
| ParticipantIDs | pubmedcentral_primary_oai_pubmedcentral_nih_gov_8821800 proquest_miscellaneous_2628681191 proquest_journals_2685821185 gale_infotracmisc_A709565549 gale_infotracacademiconefile_A709565549 pubmed_primary_35153536 eric_primary_EJ1341032 crossref_citationtrail_10_1007_s10639_022_10894_z crossref_primary_10_1007_s10639_022_10894_z springer_journals_10_1007_s10639_022_10894_z |
| PublicationCentury | 2000 |
| PublicationDate | 2022-06-01 |
| PublicationDateYYYYMMDD | 2022-06-01 |
| PublicationDate_xml | – month: 06 year: 2022 text: 2022-06-01 day: 01 |
| PublicationDecade | 2020 |
| PublicationPlace | New York |
| PublicationPlace_xml | – name: New York – name: Netherlands |
| PublicationSubtitle | The Official Journal of the IFIP Technical Committee on Education |
| PublicationTitle | Education and information technologies |
| PublicationTitleAbbrev | Educ Inf Technol |
| PublicationTitleAlternate | Educ Inf Technol (Dordr) |
| PublicationYear | 2022 |
| Publisher | Springer US Springer Springer Nature B.V |
| Publisher_xml | – name: Springer US – name: Springer – name: Springer Nature B.V |
| References | Light, R., & Fawns, R. (2003). Knowing the Game: Integrating Speech and Action in Games Teaching Through TGfU. Quest,55.https://doi.org/10.1080/00336297.2003.10491797 KangasMCreative and playful learning: Learning through game co-creation and games in a playful learning environmentThinking Skills and Creativity20105111510.1016/j.tsc.2009.11.001 DongCCaoSLiHYoung children’s online learning during COVID-19 pandemic: Chinese parents’ beliefs and attitudesChildren and Youth Services Review202011810544010.1016/j.childyouth.2020.105440 ZhangRYChopinAShibataKAction video game play facilitates learning to learnCommun Biol20214115410.1038/s42003-021-02652-7 Asikainen, H., & Gijbels, D.Do students develop towards more deep approaches to learning during studies? A systematic review on the development of students deep and surface approaches to learning in higher education. Educational Psychology Review,29(2), 205–234. https://doi.org/10.1007/s10648-017-9406-6 PetersHKyngdonAStillwellDConstruction and validation of a game-based intelligence assessment in minecraftComputers in Behavior20211190670110.1016/j.chb.2021.106701 Klimovà, N., Sajben, J., & Lovaszova, G. (2021) Online Game-Based Learning through Minecraft: Education Edition Programming Contest. IEEE Global Engineering Education Conference. https://doi.org/10.1109/46332.2021.9453953 ZoshJMHopkinsEJJensenHLiuCNealeDHirsh-PasekKSolisSLWhitebreadDLearning through play: a review of the evidence (white paper)2017DKThe LEGO Foundation GarcíaIBenavidesCAlaizHAlonsoAA study of the use of ontologies for building computer-aided control engineering self-learning educational softwareJournal of Science Education and Technology201322458960110.1007/s10956-012-9416-6 LeónJNúñezJLLiewJSelf-determination and STEM education: Effects of autonomy, motivation, and self-regulated learning on high school math achievementLearning and Individual Differences20164315616310.1016/j.lindif.2015.08.017 Carbonell-Carrera, C., Jaeger, A.J., Saorín, J.L., Melián, D. , & de la Torre-Cantero, J. (2021) Minecraft as a block building approach for developing spatial skills, Entertainment Computing, (vol. 38, pp. 100427), ISSN 1875-9521. https://doi.org/10.1016/j.entcom.2021.100427 Brown, Q., Lee, F., & Alejandre, S. (2021) Emphasizing soft skills and team development in an educational digital game design course. Proceedings of the 4th International Conference on Foundations of Digital Games - FDG’ 09. ACM Press, 240. https://doi.org/10.1145/1536513.1536557 MartonFSäljöROn qualitative differences in learning: I. Outcome and processBritish Journal of Educational Psychology19764141110.1111/j.2044-8279.1976.tb02980.x Tobias, S., & et al. (2015) digital games as educational technology: Promise and challenges in the use of games to teach. Educational Technology, 55(5), 3–12. Educational Technology Publications, Inc., http://www.jstor.org/stable/44430402 Bar-El, D., & Ringland, K.E. (2020). Crafting game-based learning: An analysis of lessons for minecraft education edition. International Conference on the Foundations of Digital Games, CM, New York, NY, USA (p. 4). https://doi.org/10.1145/3402942.3409788 PietarinenTVaurasMLaakkonenEKinnunenRVoletSHigh school students’ perceptions of affect and collaboration during virtual science inquiry learningJournal of Computer Assisted Learning201835333434810.1111/jcal.12334 WoutersPNimwegenCvanOHSpekDA meta-analysisof the cognitive and motivational effects of serious gamesJournal of Educational Psychology2013105224926510.1037/a0031311 Sajben, J., Klimova, N., & Lovaszova, G. (2020) Minecraft: Education edition as a game-based learning in Slovakia. EDULEARN20 Proceedings (pp. 7686–7693). https://doi.org/10.21125/edulearn.2020.1946 VesinBIvanovićMKlačnja-MilićevićABudimacZProtus 2.0: Ontology-based semantic recommendation in programming tutoring systemExpert Systems with Applications20213915122291224610.1016/j.eswa.2012.04.052 10894_CR15 P Wouters (10894_CR17) 2013; 105 10894_CR4 RY Zhang (10894_CR18) 2021; 4 10894_CR3 10894_CR2 10894_CR14 JM Zosh (10894_CR19) 2017 I García (10894_CR6) 2013; 22 10894_CR8 10894_CR10 T Pietarinen (10894_CR13) 2018; 35 10894_CR1 M Kangas (10894_CR7) 2010; 5 H Peters (10894_CR12) 2021; 119 J León (10894_CR9) 2016; 43 B Vesin (10894_CR16) 2021; 39 C Dong (10894_CR5) 2020; 118 F Marton (10894_CR11) 1976; 4 |
| References_xml | – reference: VesinBIvanovićMKlačnja-MilićevićABudimacZProtus 2.0: Ontology-based semantic recommendation in programming tutoring systemExpert Systems with Applications20213915122291224610.1016/j.eswa.2012.04.052 – reference: ZhangRYChopinAShibataKAction video game play facilitates learning to learnCommun Biol20214115410.1038/s42003-021-02652-7 – reference: PetersHKyngdonAStillwellDConstruction and validation of a game-based intelligence assessment in minecraftComputers in Behavior20211190670110.1016/j.chb.2021.106701 – reference: Klimovà, N., Sajben, J., & Lovaszova, G. (2021) Online Game-Based Learning through Minecraft: Education Edition Programming Contest. IEEE Global Engineering Education Conference. https://doi.org/10.1109/46332.2021.9453953 – reference: LeónJNúñezJLLiewJSelf-determination and STEM education: Effects of autonomy, motivation, and self-regulated learning on high school math achievementLearning and Individual Differences20164315616310.1016/j.lindif.2015.08.017 – reference: Bar-El, D., & Ringland, K.E. (2020). Crafting game-based learning: An analysis of lessons for minecraft education edition. International Conference on the Foundations of Digital Games, CM, New York, NY, USA (p. 4). https://doi.org/10.1145/3402942.3409788 – reference: PietarinenTVaurasMLaakkonenEKinnunenRVoletSHigh school students’ perceptions of affect and collaboration during virtual science inquiry learningJournal of Computer Assisted Learning201835333434810.1111/jcal.12334 – reference: Tobias, S., & et al. (2015) digital games as educational technology: Promise and challenges in the use of games to teach. Educational Technology, 55(5), 3–12. Educational Technology Publications, Inc., http://www.jstor.org/stable/44430402 – reference: Asikainen, H., & Gijbels, D.Do students develop towards more deep approaches to learning during studies? A systematic review on the development of students deep and surface approaches to learning in higher education. Educational Psychology Review,29(2), 205–234. https://doi.org/10.1007/s10648-017-9406-6 – reference: KangasMCreative and playful learning: Learning through game co-creation and games in a playful learning environmentThinking Skills and Creativity20105111510.1016/j.tsc.2009.11.001 – reference: Light, R., & Fawns, R. (2003). Knowing the Game: Integrating Speech and Action in Games Teaching Through TGfU. Quest,55.https://doi.org/10.1080/00336297.2003.10491797 – reference: WoutersPNimwegenCvanOHSpekDA meta-analysisof the cognitive and motivational effects of serious gamesJournal of Educational Psychology2013105224926510.1037/a0031311 – reference: MartonFSäljöROn qualitative differences in learning: I. Outcome and processBritish Journal of Educational Psychology19764141110.1111/j.2044-8279.1976.tb02980.x – reference: Brown, Q., Lee, F., & Alejandre, S. (2021) Emphasizing soft skills and team development in an educational digital game design course. Proceedings of the 4th International Conference on Foundations of Digital Games - FDG’ 09. ACM Press, 240. https://doi.org/10.1145/1536513.1536557 – reference: Carbonell-Carrera, C., Jaeger, A.J., Saorín, J.L., Melián, D. , & de la Torre-Cantero, J. (2021) Minecraft as a block building approach for developing spatial skills, Entertainment Computing, (vol. 38, pp. 100427), ISSN 1875-9521. https://doi.org/10.1016/j.entcom.2021.100427 – reference: GarcíaIBenavidesCAlaizHAlonsoAA study of the use of ontologies for building computer-aided control engineering self-learning educational softwareJournal of Science Education and Technology201322458960110.1007/s10956-012-9416-6 – reference: DongCCaoSLiHYoung children’s online learning during COVID-19 pandemic: Chinese parents’ beliefs and attitudesChildren and Youth Services Review202011810544010.1016/j.childyouth.2020.105440 – reference: Sajben, J., Klimova, N., & Lovaszova, G. (2020) Minecraft: Education edition as a game-based learning in Slovakia. EDULEARN20 Proceedings (pp. 7686–7693). https://doi.org/10.21125/edulearn.2020.1946 – reference: ZoshJMHopkinsEJJensenHLiuCNealeDHirsh-PasekKSolisSLWhitebreadDLearning through play: a review of the evidence (white paper)2017DKThe LEGO Foundation – ident: 10894_CR3 doi: 10.1145/1536513.1536557 – volume: 35 start-page: 334 issue: 3 year: 2018 ident: 10894_CR13 publication-title: Journal of Computer Assisted Learning doi: 10.1111/jcal.12334 – volume: 4 start-page: 4 issue: 1 year: 1976 ident: 10894_CR11 publication-title: British Journal of Educational Psychology doi: 10.1111/j.2044-8279.1976.tb02980.x – volume-title: Learning through play: a review of the evidence (white paper) year: 2017 ident: 10894_CR19 – volume: 43 start-page: 156 year: 2016 ident: 10894_CR9 publication-title: Learning and Individual Differences doi: 10.1016/j.lindif.2015.08.017 – volume: 4 start-page: 1154 year: 2021 ident: 10894_CR18 publication-title: Commun Biol doi: 10.1038/s42003-021-02652-7 – ident: 10894_CR1 doi: 10.1007/s10648-017-9406-6 – ident: 10894_CR2 doi: 10.1145/3402942.3409788 – ident: 10894_CR10 doi: 10.1080/00336297.2003.10491797 – volume: 5 start-page: 1 issue: 1 year: 2010 ident: 10894_CR7 publication-title: Thinking Skills and Creativity doi: 10.1016/j.tsc.2009.11.001 – ident: 10894_CR8 doi: 10.1109/46332.2021.9453953 – ident: 10894_CR4 doi: 10.1016/j.entcom.2021.100427 – volume: 105 start-page: 249 issue: 2 year: 2013 ident: 10894_CR17 publication-title: Journal of Educational Psychology doi: 10.1037/a0031311 – volume: 119 start-page: 06701 year: 2021 ident: 10894_CR12 publication-title: Computers in Behavior doi: 10.1016/j.chb.2021.106701 – ident: 10894_CR14 doi: 10.21125/edulearn.2020.1946 – ident: 10894_CR15 – volume: 39 start-page: 12229 issue: 15 year: 2021 ident: 10894_CR16 publication-title: Expert Systems with Applications doi: 10.1016/j.eswa.2012.04.052 – volume: 118 start-page: 105440 year: 2020 ident: 10894_CR5 publication-title: Children and Youth Services Review doi: 10.1016/j.childyouth.2020.105440 – volume: 22 start-page: 589 issue: 4 year: 2013 ident: 10894_CR6 publication-title: Journal of Science Education and Technology doi: 10.1007/s10956-012-9416-6 |
| SSID | ssj0009742 |
| Score | 2.3636222 |
| Snippet | In recent years, the technological revolution has changed the way we see reality and interact with it. Inevitably, education and didactic planning have also... |
| SourceID | pubmedcentral proquest gale pubmed eric crossref springer |
| SourceType | Open Access Repository Aggregation Database Index Database Enrichment Source Publisher |
| StartPage | 7241 |
| SubjectTerms | Cognitive Ability Computer & video games Computer Appl. in Social and Behavioral Sciences Computer Games Computer Science Computer Science Education Computers and Education Education Educational Technology Elementary School Students Game Based Learning Geometric Concepts Information Systems Applications (incl.Internet) Learning Mathematical Concepts Methods Science Education Sciences education Scientific Concepts Software User Interfaces and Human Computer Interaction |
| SummonAdditionalLinks | – databaseName: Education Database dbid: M0P link: http://cvtisr.summon.serialssolutions.com/2.0.0/link/0/eLvHCXMwpV1Lb9QwEB5B4UAPPAqFQEFGQuIAVu04zxOqUCuEaNUDoIqL5fgBK9Fsu7vl0F_PTOLNblaiF26RPHZsz9iesWe-AXhjnPKZVQUPPmQ8axrH64BfRtmsKKwsy-6-4_uX8uSkOjurT-OF2zy6VS73xG6jdlNLd-T7KQGlo7VS5R8uLjlljaLX1ZhC4zbcwZKaJPxYnK5Ad8sueY5UheAE6xKDZmLoHJ7NnHzZpajqjF-PDqbo-7y5S68dU5sulBvvqN3xdPTgfwf2EO5HxZQd9JL0CG75dodyOkf_jx3YXoMufAw_1ryN2DSwyVo4CjOtY32kJTkisR4KHE1yFrMCsZ_m3PPoGnaO7WF1doyN25kJiyfw7ejw68dPPOZp4DYv1ILbyjjpjXSly4wMwrjcutRbVQeTViEXKguoBxWNsHmQVlnUMkXAQaO6GNBkUbuw1U5b_wyYcwJt5qZTG7MmxeZM7vPUZR4nyBmTgFwySdsIYk65NH7rFfwyMVYjY3XHWH2dwLuhzkUP4XEj9S7xfqA8_EyQd0KlCbwladC08PGX1sT4Bew4QWjpg5IwHVE7qxPYG1HigrXj4qUg6LhhzPVKChJ4PRRTTXKCa_30imjSqqgIkS-Bp734Dd1UqJeqXBUJlCPBHAgIRnxc0k5-dXDiaGNJNBsSeL8U4VW3_j1Pz28exQu4l9Li6u6r9mBrMbvyL-Gu_bOYzGevumX6Fx51Qrk priority: 102 providerName: ProQuest |
| Title | Development of intellectual and scientific abilities through game-programming in Minecraft |
| URI | https://link.springer.com/article/10.1007/s10639-022-10894-z http://eric.ed.gov/ERICWebPortal/detail?accno=EJ1341032 https://www.ncbi.nlm.nih.gov/pubmed/35153536 https://www.proquest.com/docview/2685821185 https://www.proquest.com/docview/2628681191 https://pubmed.ncbi.nlm.nih.gov/PMC8821800 |
| Volume | 27 |
| WOSCitedRecordID | wos000752366000001&url=https%3A%2F%2Fcvtisr.summon.serialssolutions.com%2F%23%21%2Fsearch%3Fho%3Df%26include.ft.matches%3Dt%26l%3Dnull%26q%3D |
| hasFullText | 1 |
| inHoldings | 1 |
| isFullTextHit | |
| isPrint | |
| journalDatabaseRights | – providerCode: PRVAVX databaseName: SpringerLINK customDbUrl: eissn: 1573-7608 dateEnd: 99991231 omitProxy: false ssIdentifier: ssj0009742 issn: 1360-2357 databaseCode: RSV dateStart: 19970101 isFulltext: true titleUrlDefault: https://link.springer.com/search?facet-content-type=%22Journal%22 providerName: Springer Nature |
| link | http://cvtisr.summon.serialssolutions.com/2.0.0/link/0/eLvHCXMwnV3db9MwED-xjQd4YFAYBEZlJCQeIFISx_l4HKgTQqxUA6aKl8jxB1RiKWo7HvbXc5c4aVIBErxEiXx2nMvZd5fc_Q7gudTcxIonvjU29uOy1H5u8UxyFSeJCtO0_t5x8T6dTrP5PJ-5pLB1G-3e_pKsd-peshtqU5-iz8Mgy2P_eg8OUN1lVLDh_OPFFmo3rUvmhDwJfAJzcakyvx9joI5cxPPu3txTTruBkzt_T2uldHr4f49zF-44I5SdNFJzD26YagSHbYEH5tb7iEo6u_CPEdzuIRfehy-9YCO2tGzRy0ZhstKsSbSkOCTWIIGjR85cUSD2VV4a30WGXeJ42J2d4eBqJe3mAXw-nXx689Z3ZRp8JRK-8VUmdWhkqFMdy9AGUgulI6N4bmWUWRHw2KIZlJSBEjZUXKGRGViBpofABuTCEexXy8o8AqZ1gC5zWVuNcRnhcFIYEenYoB-kpfQgbN9WoRyGOZXS-F5s0ZeJrQWytajZWlx78LLr86NB8Pgr9REJQUc5eUeIdwGPPHhBYlHQusdbKunSF3DihKBVnKQE6YjGWe7B8YAS16saNreCVbj9Yl1EVAYAffFMePCsa6aeFANXmeUV0URZkhEgnwcPGznspsnRLOWCJx6kAwntCAhFfNhSLb7VaOLoYoXoNXjwqpXT7bT-zKfH_0b-BG5FJOr156tj2N-srsxTuKl-bhbr1Rj20nk2hoPXk-nsHK_Oghkdow_jemX_AoIHRDQ |
| linkProvider | Springer Nature |
| linkToHtml | http://cvtisr.summon.serialssolutions.com/2.0.0/link/0/eLvHCXMw1V1Lb9QwEB6VggQceBQKgQJGAnEAi8TOaw8IVdCqpduFQ0EVl-D1A1ai2bK7BdEfxW9kJnGym5XorQdukTx2nGSezsw3AE-UkTbWMuXOupjHw6HhPYdXSuo4TXWUZdV5x6d-Nhjkh4e9Dyvwp6mFobTKRidWitqMNZ2RvxQElI7RSp68Pv7BqWsU_V1tWmjUbLFnf__CkG36avctft-nQmxvHbzZ4b6rANdJKmdc58pEVkUmM7GKXKhMoo2wWvacErlLQhk7tNrpMNSJi7TU6BOFDu-Nzo1DB1viuhfgYkyREKUKivdzkN-satYTyTTkBCPji3R8qR76Apxy56Mw78X8tGMIfa71slVYMIvLKZtL_20rc7h9_X97kTfgmne82WYtKTdhxZZr1LPa57eswdUFaMZb8Hkhm4qNHRstlNswVRpWV5JSohWroc5Hdsp81yP2VR1Z7lPfjnA9nM72cXE9UW52Gz6ey4Ouw2o5Lu1dYMaEUubDyi2OhwKXU4lNhIktfhCjVABRwxSF9iDt1CvkezGHlyZGKpCRioqRitMAnrdzjmuIkjOp14nXWsqtdwTpF0oRwDPivoIUG95SK1-fgRsniLBiMyPMSvQ-ewFsdChRIenucMN4hVeI02LOdQE8bodpJiX5lXZ8QjQiT3NCHAzgTs3u7TYl-t0ykWkAWUcQWgKCSe-OlKNvFVw6xpARhkUBvGhEZr6tf7-ne2c_xSO4vHOw3y_6u4O9-3BFkGBXZ3MbsDqbnNgHcEn_nI2mk4eVimDw5bxF6S_fl6Ap |
| linkToPdf | http://cvtisr.summon.serialssolutions.com/2.0.0/link/0/eLvHCXMw1V1Lb9NAEB6VFCE48CgUDAUWCcQBVrW9fh4QKjQRpSWKEKCKi9nsAyJRpyQpiP40fh0z9jqJI9FbD9ws7ex6bc_Mzq6_-QbgsdTCREok3Bob8Wg41Dy3eCWFipJEBWlanXd8Okj7_ezwMB-swZ8mF4ZglY1PrBy1His6I98OiSgddytZvG0dLGKw23t5_INTBSn609qU06hVZN_8_oXbt-mLvV381k_CsNf98PoNdxUGuIoTMeMqkzowMtCpjmRgfaljpUOjRG5lmNnYF5HFFTwZ-iq2gRIK4yPf4jww0LEYbAsc9wKspxhkRB1Yf9XtD94vKH_TqnRPIBKfE6mMS9lxiXsYGXBC0gd-lkf8tLUsOuT16hqxtEiuAjhX_uJWi2Pv2v_8Wq_DVReSs53ahm7Amik3qJq1Q75swJUl0sab8HkJZ8XGlo2WEnGYLDWrc0wJgsVqEvSRmTJXD4l9lUeGO1DcEY6H3dk7HFxNpJ3dgo_n8qCb0CnHpbkDTGtfiGxYBczRMMThZGziUEcGP46W0oOgUZBCOfp2qiLyvVgQT5NSFahURaVUxakHz-Z9jmvykjOlN0nv5pLdt0T254vQg6ekiQW5PLylki5zAydO5GHFTkpslhiX5h5stSTRVal2c6OEhXOV02KhgR48mjdTT4L_lWZ8QjJhlmTERejB7Vr159MUGJGLWCQepC2jmAsQgXq7pRx9q4jUcXcZ4IbJg-eN-Sym9e_3dPfsp3gIl9CCioO9_v49uBySjVeHdlvQmU1OzH24qH7ORtPJA-cvGHw5b1v6CyqiqkY |
| openUrl | ctx_ver=Z39.88-2004&ctx_enc=info%3Aofi%2Fenc%3AUTF-8&rfr_id=info%3Asid%2Fsummon.serialssolutions.com&rft_val_fmt=info%3Aofi%2Ffmt%3Akev%3Amtx%3Ajournal&rft.genre=article&rft.atitle=Development+of+intellectual+and+scientific+abilities+through+game-programming+in+Minecraft&rft.jtitle=Education+and+information+technologies&rft.au=Bile%2C+Alessandro&rft.date=2022-06-01&rft.issn=1360-2357&rft.eissn=1573-7608&rft.volume=27&rft.issue=5&rft.spage=7241&rft.epage=7256&rft_id=info:doi/10.1007%2Fs10639-022-10894-z&rft.externalDBID=n%2Fa&rft.externalDocID=10_1007_s10639_022_10894_z |
| thumbnail_l | http://covers-cdn.summon.serialssolutions.com/index.aspx?isbn=/lc.gif&issn=1360-2357&client=summon |
| thumbnail_m | http://covers-cdn.summon.serialssolutions.com/index.aspx?isbn=/mc.gif&issn=1360-2357&client=summon |
| thumbnail_s | http://covers-cdn.summon.serialssolutions.com/index.aspx?isbn=/sc.gif&issn=1360-2357&client=summon |