Levelling Up Primary School Students' 21st Century Skills Through Minecraft-Game-Based Learning

2022 ◽  
pp. 750-770
Author(s):  
Mohd Ali Samsudin ◽  
Goh Kok Ming ◽  
Nur Jahan Ahmad ◽  
Yogendran Abrose

The aim of this study was to investigate the effectiveness of Minecraft-game-based learning towards on 21st century skills among primary school students. This study employed quasi-experimental methodology. The dependent variable of this study was the 21st century skills. During Minecraft-game-based learning session, students were given the opportunity to build and recreate a world based on certain themes inside Minecraft world based on their creativity and imagination. The session involved a learning process of different skills and knowledge relevant to school and real world which was imitate inside the Minecraft world. The result shows that the intervention of Minecraft-game-based learning is effective in enhancing and retaining the 21st century skills among students. The implication of the study suggests that the functionality of Minecraft as a digital learning tool should be promoted as it involves students to work in a team to solve problems and have fun while acquiring and sharpening the students' 21st century skills.

Author(s):  
Volkan Kukul ◽  
Recep Çak?r

Computational thinking (CT) has become a skill that is taught starting from an early age with its increasing popularity. In addition, the opinion that CT is related to other 21st century skills finds its place in the literature. The main purpose of this study is to identify the contributions of scaffolding-based game programming activities to students' CT and 21st-century skills. In line with this purpose, the study was designed as a qualitative case study. The participants of the study consisted of 16 primary school students, 10 pre-service ICT Teachers, and 2 primary school teachers. The research results reveal that game programming has a positive effect on students' CT skills, 21st century skills and some psychometric variables like self-confidence and motivation. In future studies and implementations, educators may support their instructions of programming through different scaffolding strategies. In addition, it should be taken into consideration that students can become innovative designers with content that they find interesting.


2021 ◽  
Vol 12 (2) ◽  
pp. 341-360
Author(s):  
Iryna Levchyk ◽  
Hanna Chaikovska ◽  
Oleksandra Yankovych ◽  
Iryna Kuzma ◽  
Tetiana Rozhko-Pavlyshyn

Aim. The article provides a new solution to the problem of the formation of sustainable development competencies in primary school students. The objective of the article is to substantiate the method of forming sustainable development competencies in primary school students and to reflect it in the model. Methods. The main research methods are observation, test, interview, questionnaire, analysis of media works, expert evaluation, and pedagogical experiment. A set of diagnostic tools has been specified. Results and Conclusions. The efficiency of the developed technique has been proved with the results obtained from the experiment: the partnership of teachers, students and parents contributes to sustainability competencies formation; implementation of common areas of media education and education for sustainable development evidenced to feasibility of the research, namely: education in legal, economic aspects, creation of media products with a projection to sustainable development, learning critical perception of mass media information, sustainability goals orientation. Due to the introduction of the experimental methodology, the number of students with high (12.07%) and satisfactory (14.65%) levels of the key competencies in the field of sustainable development increased against the background of a decrease in the number of respondents with sufficient (12.93%) and low (13.79%) levels. Originality. Emphasis is placed on the features of the designed methodology: application of partnership pedagogy and pedagogy of empowerment, integration of education for sustainable development with media education, compliance with a number of pedagogical conditions, forms and methods.


2021 ◽  
Vol 17 (3) ◽  
pp. 203
Author(s):  
Song Pu ◽  
Nor Aniza Ahmad ◽  
Mas Nida Md. Khambari ◽  
Ng Keng Yap ◽  
Seyedali Ahrari

Abstract. The purpose of this study is twofold: 1) to develop a service-learning-based module training artificial intelligence (AI) subject (SLBM-TAIS), and 2) to evaluate the effect of SLBM-TAIS on pre-service teachers’ (PSTs’) practical knowledge and motivation, as well as primary school students' attitude towards AI in China. Participants of this study comprised 60 PSTs and 107 primary school students. The experimental research in this study followed the quasi-experimental non-randomized pre-test and post-test control group design. The PSTs were divided into experimental and control groups, and the primary school students followed the same grouping. The PSTs in the experimental group taught AI subjects to the primary school students in the experimental group, while the PSTs in the control group taught AI subjects to the primary school students in the control group. The results of the study showed that SLBM-TAIS was effective in training PSTs to teach AI subjects to primary school students. Furthermore, the SLBM-TAIS developed in this study offered a unique technique for training PSTs and primary school students that could increase PSTs' practical knowledge and motivation, as well as primary school students' attitudes toward AI. The findings from this study are important in the field of educational psychology, and its contribution has several theoretical and practical implications.   Keywords: Attitude; artificial intelligence; pre-service teachers; primary school students; practical knowledge; motivation


2021 ◽  
Vol 28 ◽  
pp. 100457
Author(s):  
Liping Sun ◽  
Heli Ruokamo ◽  
Pirkko Siklander ◽  
Baoping Li ◽  
Keith Devlin

2021 ◽  
Vol 16 (1) ◽  
pp. 31-37
Author(s):  
Meuthya Aulia Dodhy Putri ◽  
Bagoes Widjanarko ◽  
Martini Martini

Background: In 2016, the number of Dengue Hemorrhagic Fever (DHF) patients in Southeast Sulawesi has reported as much as 3,433 cases with IR 132.50 per 100,000 populations. The highest case incidence in Kendari reached 1,093 cases (IR = 372.80 per 100,000 population) with the highest cases in the age group 5-14 years reaching 44.9%. This study aims to examine the effect of snake-ladders modification game, as an educative game, for improving DHF prevention in terms of attitudes and behavior of scout students in elementary school.Method: The study is a quasi-experimental study with pretest-posttest group design by using purposive sampling. The subject is 50 students of Primary School Scouts in the working area of Puskesmas Poasia, Kendari City. Data was collected using a questionnaire and analyzed by Wilcoxon and Mann-Whitney tests.Results: There is an increase of knowledge (p < 0,001), attitudes (p < 0,001), and practices (p < 0,001) of primary school students in the prevention of DHF by providing educational game through snake-ladders modification. It recommends that educational game needs to be developed for health education in elementary students.  


2019 ◽  
Vol 128 ◽  
pp. 63-74 ◽  
Author(s):  
Boglárka Brezovszky ◽  
Jake McMullen ◽  
Koen Veermans ◽  
Minna M. Hannula-Sormunen ◽  
Gabriela Rodríguez-Aflecht ◽  
...  

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