Header image from Dribble
The purpose of this workshop was to explore gamified environments of the three categories that are presented below.
Source: Typographic posters
In the beginning of the workshop, a discussion was facilitated regarding what is the difference between game based and gamified learning. Is there one?
Game based learning: The whole learning experience is based on the game
Gamified learning: add gaming elements within a non-gaming environment
For example, in this course "Learning Environments & Technologies", in the Howspace platform there are gamified elements such as progress bars, activity board, leadership board.
The next question was which is a subset of which?
Game-based learning is a subset of gamified learning.
Gamified learning is a broader term, it can be utilized for the whole learning experience or partially utilized.
Also, gamified learning can be implemented in non-gaming contexts e.g a learning platform as was explained above.
I chose to explore the "Social emotional learning" platform, specifically the level "Elementary SEL | Level 1"
My observations from watching the videos are:
The animations seem suitable for the age of the students but the information that is contained in the educational videos might be too much for this grade level
In some parts of the lesson there is too much text - language is not simple
There were nice customization elements/accessibility features in each page such as audio narration, adjusting the text size, background color
Elements of storytelling -> i think kids of this age would need something more interactive
Non-linear storytelling: In the screens where there were big images and buttons the storytelling like the image below
Emotion wheel was really nice -> Option for downloading as pdf as well
As for the interaction with the platform, there were some elements that were missing:
1) When watching a video there was no button to move forward to the next part of the lesson
2) When completing an activity there was no "Check" button or another indicator of completion.
This was an interesting activity that very simply guides students to distinguish characteristics to internal and external.
I thought of how this activity can be combined with teaching young learners the "30 seconds or less" rule on kindness, which teaches students about what we should and should not make comments on in regards to other people.
This was inspired by a video of a primary teacher showcasing a discussion that she facilitated inside the classroom about spreading kindness in the world and being responsible for our words and actions.
I then moved on to explore the "Middle School SEL level" because I wanted to see the progression in the complexity of the lesson's contexts now that it addresses more grown students.
My observations are:
The animations compared to the 1st-2nd grade level are more complicated and the animated characters represent students of that age group (teenagers)
The stories that unravel around socio-emotional learning in the videos are classroom-related or education-related (characters are in the school bus, in a chemistry lab, at home doing essays for school) so that they are relevant to the students' experiences and activities in real-life school
Inclusivity in animations in a more clear way: characters that appear in wheelchairs
In some in-between video and activity slides there is equal amount of text with the Elementary Level 1 which makes sense for students of this age but doesn't make sense for the younger students
The activities are now more text-based, and age appropriate (multiple choice quizzes mostly). But there are also some drawing activities as in the elementary level 1 group.
There is a wider variety of emotions presented now in the lessons, including more complicated emotions now added e.g disgust, grief etc
Multicultural representation (students in hijabs)
More complicated non-linear storytelling with more text and more complicated branches, learners now have more than two options to choose from
Constructive feedback given in pop-up windows
This was an interesting activity that prompts the students to self-reflect on their emotions and categorize them according to the frequency to which they experience them.
Having to backtrack on the recent past to try to capture instances when you felt each emotion I believe is a valuable process that helps us build connections and perhaps patterns of emotions that we may not have realized.
These are some visuals from a case study with the approach of non linear storytelling where the students have to handle common situation that may arise within friendships in the school environment.
I liked the feedback mechanism on the story, when a student for example clicks on an option that wasn't , a prompt for them to think it through deeper was shown in the form of a pop-up window.
I explored the "Teach your monster to Read" platform.
My observations from playing the game were:
The narration was REALLY engaging - the narrator's tone of voice was always changing, adding emotion to the storytelling and making the story very vivid alongside with the nice animations. He also changed voices between the characters. The pace of speaking and the language were very age-appropriate and I found myself very engaged to the story myself!
User-friendly environment: Whenever you click somewhere outside of the story window the story stops and then resumes from where you left off
Amazing animations
During the summer I taught an intensive course of Roblox Studio to primary students, so for today's session I chose to explore Minecraft: Education Edition which I hadn't had seen before.
In the Hour of Code section, I explored "Escape Estate" and "Inclusivity". I was very engaged in the gameplay and I found that it put me in a mood for discovery which really captured my attention and Ι found that it's rare to experience a fully gamified platform in a learning context.
Some observations that I made during the process of exploration were:
I had difficulty going through the initial quests of some missions as an adult, which led me to think that perhaps there is not enough scaffolding for students in activities. The instructions were lacking at some points, for example "sapling", the types of saplings are not specified
However, perhaps in contrast to the previous point,
Choose either Graphogame (e-game), Eduten (Ville) or Minecraft Education and see what research has been done on them. You can find it on the products' websites as well as on Google Scholar.
Present your research on your blog and provide a link using the tool below.
Research Outline
Tool: Minecraft Education
Research Engines:
Articles (cited in the "References and Resources" section):
The Use Of Minecraft Education Edition As A Gamification Approach In Teaching And Learning Mathematics Among Year Five Students, by Goh Kok Ming
The Affordances of Minecraft Education as a Game-Based Learning Tool for Atomic Structure in Junior High School Science Education, by Mahlatse Nkadimeng & Piet Ankiewicz
Investigating the role of Minecraft in educational learning environments, by Noelene Callaghan
The Effects of Digital Game-Based STEM Activities on Students' Interests in STEM Fields and Scientific Creativity: Minecraft Case, by Ugur Sariçam & Mehtap Yildirim
Using Minecraft as an educational tool for supporting collaboration as a 21st century skill, by Renate Andersen & Mikkel Rustad
Research Findings
Minecraft Education is a tool that has a considerable amount of research behind it in regards to teaching and learning. An indicator for that is that in Google Scholar, over 32.000 articles appeared when searching the key word "Minecraft Education". Ranging from preschool and early stages of primary education as Ming (2020) analyzes in his article, to junior high school grades as Nkadimeng and Ankiewicz (2022) address in their article, and across diverse disciplines, Minecraft seems to have many affordances that support learners' 21st century skills such as collaboration (Andersen & Rustad, 2022) and creativity (Sariçam & Yildirim, 2021). As Andersen and Rustad highlight (2022), using games in the classroom such as Minecraft Education, alongside with achieving collaboration, helps with activating high-order skills and achieving learning goals. This was also investigated previously by Callaghan's (2016) research where it was found that the collective experiences of the students inside the game, the capacity to collaborate and the facilitation of the teacher contributed to them accomplishing their learning goals. Returning to Andersen and Rustad's (2022) research, student reports mentioned in the article refer to how Minecraft helped them with problem-solving, design thinking and creating links between projects inside the game and the real world. These student reports imply that complex skills such as self-regulation and metacognitive awareness are also be activated using Minecraft, which is also commented in this article.
Some conclusions that have been derived from prior research are that, for example, Minecraft gamification approach can assist low-achieving students in learning probability concept effectively (Ming, 2020). Another one was that STEM activities with Minecraft increased students' interest in STEM fields and improved their scientific creativity (Sariçam & Yildirim, 2021). In the field of Computer Supported Collaborative Learning (CSCL) and social network analysis (SNA) as a research methodology, studies around Minecraft have contributed to the field, describing how to capture and analyze collaborative processes. In Andersen and Rustad's article (2022) for example it was found that when using Minecraft as an educational tool for learning subject-specific skills, there were two patterns of interaction identified, collaboration and mirroring. Mirroring highlights how individual and group-level characteristics, behaviors, or structures can reflect and reinforce each other within the context of Minecraft.
Having said the above, it can be concluded that Minecraft Education has a wide range of features that hold a great educational value and address learning from multiple perspectives.
Andersen, R., & Rustad, M. (2022). Using Minecraft as an educational tool for supporting collaboration as a 21st century skill. Computers & Education Open, 3, Article 100094. https://doi.org/10.1016/j.caeo.2022.100094
Callaghan, N. (2016). Investigating the role of Minecraft in educational learning environments. Educational Media International, 53(4), 244–260. https://doi.org/10.1080/09523987.2016.1254877
Ming, G. (2020). The Use of MinecraftEdu as a Gamification Approach in Teaching and Learning Mathematics among Year Five Students. In Proceedings: International Invention, Innovative & Creative (InIIC) Conference. https://www.masree.info/wp-content/uploads/2020/10/4.-The-Use-Of-Minecraft-Education-Edition-As-A-Gamification-Approach-In-Teaching-And-Learning-Mathematics-Among-Year-Five-Students.pdf.
Nkadimeng, M., Ankiewicz, P. (2022). The Affordances of Minecraft Education as a Game-Based Learning Tool for Atomic Structure in Junior High School Science Education. Journal of Science Education and Technology, 31, 605–620. https://doi.org/10.1007/s10956-022-09981-0
Saricam, U., & Yildirim, M. (2021). The effects of digital game-based STEM activities on students‘ interests in STEM fields and scientific creativity: Minecraft case. International Journal of Technology in Education and Science (IJTES), 5(2), 166-192. https://doi.org/10.46328/ijtes.136