Minecraft: Education Edition for Educational Impact
:::
Minecraft: Education Edition
for Educational Impact
A Research Report developed for Microsoft by Queensland University of
Technology¡¯s Digital Media Research Centre
Michael Dezuani and Jo Macri,
February 2020
1
TABLE OF CONTENTS
Page
Executive Summary
3
Impact Tool
4
Key Recommendations
5
Part 1: Project Introduction
9
Education in Australian and Queensland
9
Research Process
10
Phase One: Existing M:EE materials for Grades 3 and 4 mathematics Education
10
Phase Two: Evaluation of the use of M:EE in six Queensland Schools
12
Part 2: School Profiles
20
School One (Brisbane North)
20
School Two (Brisbane South)
24
School Three (Toowoomba Region - rural)
30
School Four (Cairns Region - Far North Queensland)
34
School Five: Toowoomba City
39
School Six: Gold Coast
43
Part 3 - Overall Data
49
Teacher data - Findings
49
Student data - Findings
50
Presentation of teacher data
51
Presentation of student data
59
Appendices
Appendix 1: Minecraft Mathematics Lessons and Australian Curriculum
66
Alignment - Grade 3
2
Appendix 2: Minecraft Mathematics Lessons and Australian Curriculum
77
Alignment - Grade 4
Appendix 3: Number Pattern Learning Activity and Student Instructions
92
Appendix 4: Volume Learning Activity and Student Instructions
103
Appendix 5: Minecraft Teacher Survey
114
Appendix 6: Minecraft Student Survey
121
Appendix 7: Minecraft student focus group questions
123
3
EXECUTIVE SUMMARY
This report was produced by researchers at Queensland University of Technology¡¯s Digital
Media Research Centre for the M:EE team at Microsoft. It outlines findings from research
conducted from October to December, 2019 in six Queensland Schools, with a focus on the
educational impact of using M:EE for mathematics education in grades 3 and 4.
The research gathered data from 307 students and 14 teachers located in a diverse selection
of schools, including two schools in Brisbane, one school at Gold Coast city, one school in
Toowoomba (a regional city), one school in a rural location in South East Queensland, and
one school in a rural location in Far North Queensland. Schools were chosen to ensure a
range of socio-economic status, and cultural and geographical diversity. The research mostly
involved teachers who had not previously used Minecraft either at home or in school. We
classify them as ¡®non-early adopter¡¯, or novice Minecraft educators. In contrast, almost all
the students had previously played Minecraft in some form.
The research involved two stages. In stage one, a thorough review of the M:EE mathematics
materials available for grades 3 and 4 was conducted to evaluate their alignment to the
Australian curriculum, and to make judgements about the suitability of the materials for
non-early adopter teachers. In stage two, a tool was used to assess the impact of using M:EE
in the six schools. Each school received a short teacher professional development and
planning session; and then teachers implemented a single mathematics activity. The
research team collected data during the implementation, and administered follow up
surveys and conducted interviews.
The research found that students overwhelmingly identified themselves as better
mathematics students when learning within Minecraft with M:EE resources. When asked
how they would generally rate themselves as a mathematics student, 80 of the 307 students
rated themselves as ¡®very good¡¯. Following the Minecraft lesson, when asked how they
would rate themselves as a mathematics student in Minecraft, 127 students rated
themselves as ¡®very good¡¯. This indicates a significantly greater number of students felt
confident when learning mathematics in Minecraft.
The students also overwhelmingly indicated they enjoyed Mathematics learning in
Minecraft (287 students), and that they would like to undertake Mathematics learning with
Minecraft in future (290 students). The research also showed that the teachers believed the
students¡¯ learning was enhanced when learning in Minecraft.
4
On the teachers¡¯ side, the majority of teachers involved in the research indicated in the lead
up to the trial they were enthusiastic about trying out Minecraft in the classroom, despite
their lack of experience with it. Following the trial, the majority of teachers said they would
be keen to use M:EE resources again in the future. Some teachers indicated that if
improvements were made, they would be more likely to use M:EE in future. A small number
of teachers did not enjoy the experience, and indicated they would not try Minecraft in class
again.
The trial identified two key barriers to teachers¡¯ use of M:EE. Firstly, technological
challenges were a significant barrier and the majority of the classes experienced difficulties
with connecting to M:EE and downloading worlds onto local machines and devices.
Secondly, the design of the M:EE learning materials could be improved. The review of the
M:EE mathematics materials and worlds for Grades 3 and 4 mathematics indicated that
many could provide clearer and more consistent guidance for non-early adopter teachers.
5
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