posted on 2018-03-18, 23:13authored byDAVID CHRISTOPHER ELLIOTT
Minecraft is a phenomenon amongst school-aged children and has become one of the most popular video games in the history of the medium, featuring a diverse content creation toolkit, and promoting collaborative thinking in a virtual environment. This study uses a qualitative approach to explore the rich opportunities for digital learning generated from engaging with a commercial video game, Minecraft. The primary research question of this study asks how students can use Minecraft in order to generate rich literacy learning. Framed as a case study, this project involved the design, teaching and observation of a Year 8 Minecraft-based curriculum.