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Minecraft as a Creative Tool: A Case Study

Minecraft as a Creative Tool: A Case Study
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Author(s): Maria Cipollone (Temple University, USA), Catherine C. Schifter (Temple University, USA) and Rick A. Moffat (Temple University, USA)
Copyright: 2015
Pages: 14
Source title: Gamification: Concepts, Methodologies, Tools, and Applications
Source Author(s)/Editor(s): Information Resources Management Association (USA)
DOI: 10.4018/978-1-4666-8200-9.ch047

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Abstract

Many scholars are enthusiastic about the potential learning opportunities present in the sandbox-style gaming environment, Minecraft. In the following case study, the authors explored the use of Minecraft in a high school literature class and the presentation of characterization and plot in three student-made machinima, or films made in the game world. The authors demonstrate that Minecraft offers a unique opportunity for students to display their creativity and understanding of concepts in ways that are more feasible than if they were attempted in the “real” world. It is also relevant to point out that the epistemology associated Minecraft is constructionist in its nature, which implicates a different style of instruction than is typically employed in the U.S. classroom. The authors pose some questions about the diffusion of games like Minecraft in the future, based on their discussion of similar technologies in the past.

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