My Students
8th Grade
Prealgebra/ Algebra
25 student class size with a 250 student enrollment
Location: Rural Southwest Virginia
Minecraft in the Classroom
Learning Experience Topic:
Volume and Surface Area:
Students design rectangular prisms (houses), calculate their volume and surface area, and compare results with classmates.
Learner Expectations:
Completed assigned worksheet collaborativly
Demonstrate understanding by showing how volume and surface area are found
Present their builds and explain the math behind their creations
Grouping:
Pairs or small groups (3–4 students)
Student Accomplishments:
Completed Minecraft builds (prisms/houses) tied to surface area and volume
Completed worksheet
Academic Skills Targeted:
Identifying and recording length, width, and height
Application of Formulas
Computation Accuracy
Data Comparison & Analysis
Mathematical Communication
Minecraft Education Edition licenses
Computers or tablets for all students
Graph paper, rulers, calculators, pencils
Creativity by designing builds
Communication and collaboration
Technology Skills
Initiative
Productivity and accountability by completing tasks in groups
Leadership and responsibility
AI Assissted Worksheet Design
TED Talk Reflection
1. Describe your general attitudes toward the value of gaming BEFORE watching the video.
Honestly, I find gaming not valuable because I feel like screen time is not healthy for children, along with alot of the underlying messages learned in modern day video games. I have seen the death of true creatvity and imagination in children who are cronically online today because they lack the ability to play and be creative without the help of another.
2. What is your overall impression of the points Dr. McGonigal tried to make in her presentation?
I believe Dr. McGonigal is trying to make good points; however, when you look at the true world wide effect gaming and virtual reality has on humanity I do not believe it is a positive one. I do think she has a point that games have the potential to transfer over the emotions given by them to the real world, but how often do you see these emotions transfered over in gamers or people playing these "real world problem games". Just because they have the potential to be effective does not mean they will be popular enough to be effective.
3. Did the presentation change your attitude about the value of gaming? If so, how?
This TED Talk did not really change my opinion.