October 2023

Volume 06 Issue 10 October 2023
Primary Grade Students' Experiences about Lithuanian Language Lessons on the "Minecraft" Platform
1Agnė Šimkienė, 2Jūratė Mocartienė, 3Gabija Raubaitė
1,2,3Institute of Educational Sciences, Faculty of Philosophy, Vilnius University, Lithuania
DOI : https://doi.org/10.47191/ijsshr/v6-i10-82

Google Scholar Download Pdf
ABSTRACT

Based on the experience of Lithuania and foreign researchers and practitioners, the article analyses theoretically the advantages of using Minecraft digital tool in the educational process and highlights the positive aspects of Minecraft lessons. The aim of the study: to determine the factors determining the withdrawal from studies and their relationship with the students' attitude towards studies. Research methods: a qualitative method (student reflections) was used to investigate students' attitudes towards Minecraft lithuanian language lessons. The content analysis method was used to identify students' experiences in terms of the development of general and subject competences in virtual Minecraft lithuanian language lessons. The results of the study will have practical significance in predicting the possibilities of applying Minecraft in the educational process.

KEYWORDS:

Minecraft lessons, primary classes students, general competencies, subject competencies.

REFERENCES
1) Alawajee, O., Delafield-Butt, J. (2021). Minecraft in Education Benefits Learning and Social Engagement. International Journal of Game-Based Learning (IJGBL), 11 (4). DOI: 10.4018/IJGBL.2021100102

2) Al Washmi, R., Baines, M., Organ, S., Hopkins, G., Blanchfield, P. (2014). Mathematics Problem Solving Through Collaboration: Game Design and Adventure. Conference: 8th European Conference on Games Based Learning. Berlin, Germany.

3) Arieli, H. (2021). The Future of Education: How to Evolve Old Schools' to Exciting & Innovative Learning Hubs. eBookPro.

4) Baeka, Y., Minb, E., Yun, S. (2020). Mining Educational Implications of Minecraft. Computers in the Schools, 37 (1), 1–16https://doi.org/10.1080/07380569.2020.1719802

5) Díaz, D. M., Saorín, J. L., Carbonell-Carrera, C. & Cantero, J. T. (2020) Minecraft: three-dimensional construction workshop for improvement of creativity. Technology, Pedagogy and Education, 29:5, 665-678, DOI: 10.1080/1475939X.2020.1814854

6) Dezuann, M. (2018). Minecraft and children’s digital making: implications for medialiteracy education. Learning, Media And Technology, 43 (3), 236–249. https://doi.org/10.1080/17439884.2018.1472607

7) Egan, K., Cant, A., Judson, G. (2014). Wonder-Full Education. The Centrality of Wonder in

8) Teaching and Learning Across the Curriculum. Routledge.

9) Jackson, N. (2006). Imagining a Different world. 2006 From: Developing Creativity in Higher Education an Imaginative Curriculum (editors: N. Jackson, M. Oliver, M. Shaw and J. Wisdom).

10) Hobbs, L., Stevens, C., Hartley, J., & Hartley, C. (2019). Science hunters: An inclusiveapproach to engaging with science through Minecraft. Journal of Science Communication,18 (2), 1–12.

11) Means, A. J. (2018). Learning to Save the Future. Rethinking Education and Work in an Era of Digital Capitalism. Taylor & Francis Group.

12) Nebel, S., Schneider, S., & Rey, G. D. (2016). Mining learning and crafting scientific experiments: A literature review on the use of Minecraft in education and research. Journal of Educational Technology & Society, 19(2), 355–366.

13) Nguyen, J. (2016). Minecraft And The Building Blocks Of Creative Individuality. Configurations, 24 (4), 471–500. doi:10.1353/con.2016.0030

14) Rogers, C. R. (2005). On Becoming A Person. A Psychotherapist's Approach To Psychotherapy. Vilnius: VIA RECTA.

15) Stoll, L. (2020). Creating capacity for learning: Are we there yet? Journal of Educational Change, 21:421–430.

16) Žydžiūnaitė, V., Sabaliauskas, S. (2017). Qualitative Research: Principles and Methods. Vaga.
Volume 06 Issue 10 October 2023

Indexed In

Avatar Avatar Avatar Avatar Avatar Avatar Avatar Avatar Avatar Avatar Avatar Avatar Avatar Avatar Avatar Avatar