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Article
Publication date: 13 July 2015

Valerie Hill

This study aims to describe a library project exploring innovative options for embedding information literacy skills in the elementary school library by utilizing Minecraft, a…

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Abstract

Purpose

This study aims to describe a library project exploring innovative options for embedding information literacy skills in the elementary school library by utilizing Minecraft, a virtual world three-dimensional (3D) building game environment.

Design/methodology/approach

The small-scale descriptive study, with a follow-up survey, focuses on a group of fifth-grade students in an after-school technology club facilitated by the school librarian. The students designed and built a 3D virtual world library game for younger students to help them learn digital citizenship and information literacy.

Findings

Analysis of observations, interviews and videos indicated that students were highly engaged in learning information literacy elements throughout all stages of the project from design, building, implementation and testing of younger students.

Research limitations/implications

Although the small number of students enrolled in the club is a limitation, the feedback provided strong evidence of motivation for learning through gamification. Further research could assess learning outcomes with the curriculum, specifically for digital citizenship and information literacy.

Practical implications

Embedding information literacy into a 3D world allows students to learn computer code, mathematics, game design, and fosters collaboration while demonstrating digital citizenship.

Social implications

Game design requires teamwork, a real-life skill essential for students entering the work force.

Originality/value

Few articles share student-designed solutions of critical information literacy needs. This study exemplifies constructivist learning in a gaming environment.

Details

New Library World, vol. 116 no. 7/8
Type: Research Article
ISSN: 0307-4803

Keywords

Article
Publication date: 4 August 2020

Jayne Cleave and John Geijsman

LibraryCraft was created to bring communities together across Western Australia (WA) in a safe, structured and moderated way so that players could stretch their creativity and…

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Abstract

Purpose

LibraryCraft was created to bring communities together across Western Australia (WA) in a safe, structured and moderated way so that players could stretch their creativity and imagination. LibraryCraft uses the features of Minecraft that stretch users’ innovation and creative thinking, develops their STEAM skills and builds social and life skills such as collaboration, negotiation, economic management and civic engagement.

Design/methodology/approach

In late 2019, the Fremantle Library launched a small, local Minecraft server for the local community of young people. After several months of testing and upgrades, LibraryCraft was made available to all players aged 7–17 across WA, and WA local governments were invited to participate.

Findings

The COVID-19 pandemic led to a cancellation of Fremantle Library in-person programmes; LibraryCraft, as a purely online programme, was scaled up, and in a few weeks, had more than tripled its player base. At the time of writing, LibraryCraft brings together 20 WA local councils, reaches over 100 players from Derby-West Kimberley to Albany and sees hundreds of play hours logged each week. Players have created new friendships across the state and are regularly working collaboratively on challenges and exploration.

Originality/value

While Minecraft servers operated by libraries are far from new, LibraryCraft is unique. No groups of libraries have run Minecraft servers collaboratively in Australia before, and none is available state wide. The programme is highly valued with families in WA, providing a safe social outlet for players stuck at home in isolation.

Details

Digital Library Perspectives, vol. 36 no. 4
Type: Research Article
ISSN: 2059-5816

Keywords

Article
Publication date: 18 June 2021

Amy Seely Flint, Rebecca Rohloff and Sarah Williams

Young children often enter formal schooling with a range of digital experiences, including using apps on tablets and engaging with interactive educational toys. The convergence…

Abstract

Purpose

Young children often enter formal schooling with a range of digital experiences, including using apps on tablets and engaging with interactive educational toys. The convergence and increased accessibility of digital resources has made it more convenient for young children to navigate multiple modes (e.g. words, images, sound and movement) as they construct meaning across many different texts. The purpose of the study is to examine affordances and choices when students compose multimodal texts.

Design/methodology/approach

Three lines of inquiry support this study: the social construction of writing practices, multiliteracies and multimodality and intertextuality. Data analysis used an iterative two-tiered process of reading, rereading and coding students’ multimodal compositions and supplemental field notes (Creswell, 1998; Strauss and Corbin, 1998).

Findings

Analysis of the 23 multimodal compositions revealed three significant findings related to choice and affordances of multimodal texts: the popularity of Minecraft as a topic choice based on the social interactions of students; semiotic concurrence and semiotic complementarity and sophisticated use of literary techniques (e.g. nonlinear structures, shifting point of view, asides and emojis) across the multimodal stories, particularly those that carried Minecraft themes.

Originality/value

Students’ intentionality with the modes in their compositions suggested they were fully aware of the “complexity, interrelatedness and interdependence between image [animation and sound] and language” (Shanahan, 2013, p. 213).

Details

English Teaching: Practice & Critique, vol. 20 no. 3
Type: Research Article
ISSN: 1175-8708

Keywords

Book part
Publication date: 21 January 2022

Chris Bailey

In this chapter, I describe a project that sought to explore the ‘lived experience’ of a group of children engaged in on- and off-screen play, during an after-school Minecraft

Abstract

In this chapter, I describe a project that sought to explore the ‘lived experience’ of a group of children engaged in on- and off-screen play, during an after-school Minecraft Club. Building on established research methodologies, an approach that I called ‘rhizomic ethnography’ was developed to study this complex site of play. Drawing on the work of Deleuze and Guattari (1987), I demonstrate how this suite of participatory, playful and multimodal approaches, including use of video, comic strips and virtual model making, helped to illuminate the children's collaborative creation of a ‘virtual community’. I explain how employing a range of methods, which often emerged during the process of research, allowed for unexpected meanings to develop and, therefore, afforded new insights into the nature of children's play. Here, I also seek to demonstrate how taking an adaptive and playful approach to research, working in synergy with the research context, could have affordances for examining other examples of children's playful, social interactions.

Details

Repositioning Out-of-School Learning
Type: Book
ISBN: 978-1-78769-739-3

Keywords

Book part
Publication date: 3 August 2017

Matt Bower

The ability for learners to interact online via their avatars in a 3-D simulation space means that virtual worlds afford a host of educational opportunities not offered by other…

Abstract

The ability for learners to interact online via their avatars in a 3-D simulation space means that virtual worlds afford a host of educational opportunities not offered by other learning technology platforms, but their use also raises several pertinent issues that warrant consideration. This chapter reviews the educational use of virtual worlds from a design perspective. Virtual-world definitions are explored, along with their key educational characteristics. Different virtual-world environments are briefly contrasted, including Second Life, Active Worlds, Open Sim, and Minecraft. A wide variety of virtual-world uses in schools and universities are examined so as to understand their versatility. Key educational benefits of virtual worlds are distilled from the literature, such as the ability to facilitate 3-D simulations, role-plays, construction tasks, and immersive learning. Emergent issues surrounding the use of virtual worlds are also analyzed, including cognitive load, safety, and representational fidelity. One higher education and one school level vignette are provided in order to offer more detailed insight into the use of virtual worlds in practice. Recommendations for learning design and implementation are presented, based on the thematic analysis of contemporary virtual-worlds research.

Details

Design of Technology-Enhanced Learning
Type: Book
ISBN: 978-1-78714-183-4

Article
Publication date: 2 June 2023

Cheryl Greyson and Sara Spear

This study aims to explore how power dynamics affect research with children, focusing on how the projected and perceived role of the researcher and the use of participative…

Abstract

Purpose

This study aims to explore how power dynamics affect research with children, focusing on how the projected and perceived role of the researcher and the use of participative techniques, can mediate power relationships between the researcher and child, and impact children’s agency.

Design/methodology/approach

The research formed part of a wider study on children’s digital device use, with children aged 4 to 11 in a UK school. Eight pairs of children participated in buddy interviews, completing several creative and arts-based activities using a choice of equipment and materials, including PlayDoh, LEGO and most innovatively, Minecraft.

Findings

The study found the researcher’s projected role, and children’s interpretation of this, impacted the power relations in the interviews. A consistent projection was challenging however, and it was necessary for the researcher to adapt their role according to children’s needs and behaviour. Offering children a choice of activities was an effective power sharing strategy, and children’s absorption in these tasks provided a wealth of data from observations and children’s on-task “chatter”.

Originality/value

Using Minecraft as a participative method enabled the children to use their superior technical abilities to take power in the interview, and show their own personal geographies virtually in 3D, and offers potential for other qualitative researchers in conducting research with the agentic child.

Abstract

Details

From Microverse to Metaverse
Type: Book
ISBN: 978-1-80455-021-2

Article
Publication date: 8 August 2016

Juan Li

This article aims to better understand game-based learning teaching practices through an interview with Zack Gilbert, a 6th grade teacher who is incorporating video games…

699

Abstract

Purpose

This article aims to better understand game-based learning teaching practices through an interview with Zack Gilbert, a 6th grade teacher who is incorporating video games Civilization IV (Civ) and Minecraft into his social studies classroom.

Design/methodology/approach

This article is based on an interview with Zack Gilbert, regarding his practices and ideas toward using video games to facilitate learning.

Findings

In this interview, he shared his journey exploring teaching practices and experiences applying Civ and Minecraft to social studies class, which may serve as an example for other teachers.

Originality/value

The pioneering and successful experiences of Zack Gilbert may offer an example or insights for other teachers who intend to incorporate video games into their classrooms.

Details

On the Horizon, vol. 24 no. 3
Type: Research Article
ISSN: 1074-8121

Keywords

Abstract

Details

Videogames, Libraries, and the Feedback Loop: Learning Beyond the Stacks
Type: Book
ISBN: 978-1-80071-505-9

Book part
Publication date: 21 January 2022

Jill Clark, Charlotte Haines Lyon, Tim Jay and Karen Laing

Ethics work in research is often conceived of as a process of research governance. The case study chapters, however, provide evidence of a much more sophisticated engagement with…

Abstract

Ethics work in research is often conceived of as a process of research governance. The case study chapters, however, provide evidence of a much more sophisticated engagement with ethical dilemmas arising in research and an enactment of ‘everyday ethics’, in other words, a concern with our relationships with, and responsibilities to, other people (Banks, 2016). This emphasis on relationality can often lead to what Cook (2009) describes as ‘mess’ in research, which needs to be made sense of. This is in contrast to the notion of ‘well-ordered’ research, which underpins many of the ethical frameworks, principles and guidelines that are produced for research. The chapters also indicate the opening up of new spaces for research that raise new challenges in respect of ethical practice, including, for example, digital spaces (Case Study 4 – Minecraft Club). Case Study 8 – Democratic Engagement also demonstrates that both researchers and participants in the research process find ways in which to challenge conformity and research norms in order to access knowledge, and this is not always a harmonious process. The following sections try to make sense of the implications of these issues for the ethical practice of research. This chapter pulls together three key themes emerging from the case studies of research governance, ethical relationality and ethical spaces, presenting an analytical overview of all three areas using the concept of ‘willful subjects’.

Details

Repositioning Out-of-School Learning
Type: Book
ISBN: 978-1-78769-739-3

Keywords

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