scholarly journals Minecraft Education Edition’s Ability to Create an Effective and Engaging Learning Experience

2021 ◽  
Vol 10 (2) ◽  
Author(s):  
Vennela Panja ◽  
Jill Berge

Effective game-based learning is possible and incredibly important, as it provides effective, engaging, student-centered learning. While it has been successful for history learning,  effective game-based learning for STEM subjects is scarce. This study explored Minecraft Education Edition's chemistry features and their ability to create an effective and engaging learning experience, as Minecraft's game mechanics along with Education Edition's chemistry features may provide a solution to the lack of effective game-based learning. The study was conducted with a lesson in Minecraft Education Edition, and participants took a quiz and reflection survey after the lesson to gauge Minecraft Education Edition's viability as a learning tool. While the data in the study was too limited to garner a conclusion on how Minecraft Education Edition affects the engagement and effectiveness of a lesson, it provides insight that not all students/players engage with Minecraft the same way, and discusses many factors that should be considered when creating a Minecraft-based education model. 

Author(s):  
Theresa A. Redmond ◽  
John Henson

This chapter shares research that examined how perspectives about mobile technology integration were cultivated in a required pre-service teacher (PST) education course. Specifically, the camera feature of mobile smartphones was used to design a social-constructivist learning experience. Pre-service teachers were invited to shift from media consumers to technology producers, participating in innovative, student-centered learning. PSTs were positioned to use their prior-knowledge to engage in meaningful learning using their mobile phones in a way that modeled strategies they could use in their future classrooms to meet the learning needs of millennial students. Literature reveals that mobile tools are often used in limiting ways, such as accessing and consuming industry-produced media content. However, they have the potential to be used for active, social-constructivist learning. This chapter has implications for teacher educators and administrators in higher education who are seeking emerging practices for how to prepare PSTs to learn how to innovate using technology by designing learning experiences that focus on students as media makers.


2020 ◽  
pp. 32-43
Author(s):  
Despo Ktoridou ◽  
Elli Doukanari

With the ubiquity and rapidly expanding functionality of mobile technologies, educational institutions have the potential to improve and facilitate learning. More and more educators are employing communication, collaboration and sharing tools and resources to make learning more accessible, equitable, personalized and flexible for students everywhere. This study investigates the implementation of Cloud-Based Student-Centered Learning (CBSCL) environment with the use of mobile devices in an MIS course. For the purpose of the study, the data were elicited through students' focus groups and the lecturer's notes on CBSCL as a virtual learning environment. The data were examined based on content analysis. The results indicate that CBSCL can be a challenging collaborative learning experience and a motivating approach to teaching and learning; consequently, the students become responsible for their own learning and problem solving process.


2010 ◽  
Vol 34 (1) ◽  
pp. 11-14 ◽  
Author(s):  
Jean Bosco Gahutu

In the present article, I report on my experience in teaching and learning physiology in the first year of a new modular curriculum at the Faculty of Medicine of the National University of Rwanda. With self-reported questionnaires, I collected learning experience perceptions from 112 students who attended the module of physiology in 2008. The results showed satisfaction with active learning methods but complaints about the limited contact hours allocated to classroom lectures and practical classes. Student-centered learning was handicapped by the limited computer and internet access for students and by the limited number of textbooks in the library. In conclusion, the new teaching and learning style was appreciated by the students, but problems related to limited human and material resources need to be solved.


2017 ◽  
Vol 7 (3) ◽  
pp. 63-73 ◽  
Author(s):  
Simon Grey ◽  
David Grey ◽  
Neil Gordon ◽  
Jon Purdy

This paper offers an approach to designing game-based learning experiences inspired by the Mechanics-Dynamics-Aesthetics (MDA) model (Hunicke et al., 2004) and the elemental tetrad model (Schell, 2008) for game design. A case for game based learning as an active and social learning experience is presented including arguments from both teachers and game designers concerning the value of games as learning tools. The MDA model is introduced with a classic game- based example and a non-game based observation of human behaviour demonstrating a negative effect of extrinsic motivators (Pink, 2011) and the need to closely align or embed learning outcomes into game mechanics in order to deliver an effective learning experience. The MDA model will then be applied to create a game based learning experience with the goal of teaching some of the aspects of using source code control to groups of Computer Science students. First, clear aims in terms of learning outcomes for the game are set out. Following the learning outcomes, the iterative design process is explained with careful consideration and reflection on the impact of specific design decisions on the potential learning experience. The reasons those decisions have been made and where there may be conflict between mechanics contributing to learning and mechanics for reasons of gameplay are also discussed. The paper will conclude with an evaluation of results from a trial of computer science students and staff, and the perceived effectiveness of the game at delivering specific learning outcomes, and the approach for game design will be assessed.


2005 ◽  
Vol 9 (4) ◽  
pp. 52-58 ◽  
Author(s):  
Margret Lepp, ◽  
CeCelia R. Zorn, ◽  
Patricia R. Duffy,

The purpose of this research was to describe the reflections of 10 Swedish and U.S. baccalaureate nursing students who participated in a semester-long, student-centered, interactive video-conferencing (IVC) education project. Reflective journaling was incorporated as one of several learning strategies to enhance students’ personal and professional development. Principles of phenomenography were used to analyze the data; three categories, with two sub-categories in each, emerged from the journal data. Participation in this student-centered project spurred the students in both countries to reflect upon themselves, their transition, and their profession.


2021 ◽  
Vol 7 ◽  
pp. 237796082110445
Author(s):  
Carlos Laranjeira ◽  
Catarina Afonso ◽  
Ana Isabel Querido

Receiving bad news can have a profound impact on a patient's physical, psychological and social well-being. Therefore, communication of bad news is an essential skill required for health professionals. A good interpersonal relationship based on trust, empathy, and respect can help the psychological adjustment to end-of-life losses. This study presents a simulation-based learning experience designed to teach communication skills to nursing students who care for palliative patients and their family members. The authors suggest adopting Gibbs’ reflective cycle during structured debriefing that enables the students to move logically through the reflective process. A student-centered learning approach can promote responsibility and success in achieving the expected learning outcomes.


2014 ◽  
Vol 3 (2) ◽  
pp. 141
Author(s):  
Andriyani Andriyani ◽  
Abuddin Nata ◽  
Didin Saefuddin

<p class="Body">The course of AIK on Medical Education Department (MED) from the Faculty of Medicine and Health at the University of Muhammadiyah Jakarta, has the great vision to prepare the students to become Muslim community that implement the pure Islamic teaching in all aspects of life. At the same time, the implementation of AIK in MED is designed with curriculum blocks with <em>Student Centered Learning (SCL) </em>learning model, and this has not become university policy yet. This study will evaluate whether the curriculum blocks with <em>Student Centered Learning (SCL)</em><em> </em>for AIK can achieve <em>Muhammadiyah</em> mission or not. Issues to be addressed in this study were 1 ) whether the curriculum developed with the block system capable of promoting the students to be scholars in accordance with the aspired <em>Muhammadiyah,</em> 2 ) whether the <em>Student Centered Learning (SCL) </em>model learning can enhance the understanding of Islam, developing behaviour to be a true Muslim and implementing social interaction in inclusive ways, pluralist and respect for diversity, and 3) whether the management of the campus contributes to the effectiveness of learning and controls the culture of the campus. The research methods were mixture of qualitative and quantitative. The main design is qualitative, so, the conclusions are formulated based on the facts and results of the study. A qualitative approach was also used to obtain information on the implementation of curriculum AIK block 2 by learning on <em>Student Centered Learning (SCL) </em>ways, and the technique was interview. While quantitative was used to take measurements of the response of the student and their learning experience of AIK learning programs. The sample of this research were the students MED academic year 2011/2012 and following AIK block 2, which have been completed AIK 1, all the informations were got by the questionnaire. The research results that implementation of SCL model in learning al-Islam and Kemuhammadiyahan by block system amongst Medical Education Program Faculty of Medicine and Health, University of Muhammadiyah Jakarta, based on the data and analysis of qualitative and quantitative data can be concluded there is a strong synergy between the content of curriculum with Islamic personality development blueprint aspired by Muhammadiyah, in five spirits of reforms purification of belief and worship on God, management system of the organisation , preparing cadres, ethics reform and renewal of leadership. Then, AIK with <em>Student Centered Learning (SCL) </em>models have also been able to deliver the student into the community Muhammadiyah who have a better understanding of the Muhammadiyah teachings, religion, have the idealism to be a smart Muslim society, competitive, innovative and able to build unity, pluralism and inclusiveness. This success is not only the result of learning with the block curriculum, and learning models of <em>Student Centered Learning (SCL) </em>but also by intervene from the faculty management in controlling the campus environment to be supporting for the needs of the achievement of objectives and the implementation of learning process. Recommendation, Learning AIK on the model of block curriculum and learning by SCL model need to be expanded implementation across faculties in UMJ, because the implementation of such model has been producing better understanding of Muhammadiyah doctrine, changes in behaviour, attitude and a very positive outlook towards attaining Muhammadiyah society. Then, for the success of learning AIK with block systems and <em>Student Centered Learning (SCL</em>) models, UMJ must prepare a good learning resources, library, internet and teaching materials and module of the lecturers. Then, UMJ also must provide policies campus culture that supports successful of AIK.</p><p><strong>Keyword</strong><strong>s</strong>: <em>Curriculum Block</em>, <em>Student Centred Learning</em>, al-Islam and Muhammadiyah</p>


2015 ◽  
Vol 1 (1) ◽  
pp. 39-42
Author(s):  
Yulizawati Yulizawati ◽  
Venny Rismawanti

Educational development demands different ways of thinking and act from what have already existed. Ideal learning system must be able to provide a learning experience for students, to open up their potential for internalizing knowledge, skills and attitudes through their learning experiences. It can be done by applying an active learning method through student centered learning (SCL), one of these methods is STAD (Student Teams Achievement Division). This type teaches cooperation, responsibility, interaction, confidence, decision-making, communication, and conflict management. With this method, partograph filling skill as the core competencies of midwifery students in labor monitoring may increase..  This research aims to determine the effect of STAD method on partograph filling skill of midwifery students. This was a comparative study to compare the level of student skill in filling up partograph before and after applying cooperative learning using STAD method. The results obtained in this study showed that there was a very significant difference of the skill of students before and after using cooperative learning of STAD method, with a p-value is 0.001. Student centered learning using STAD method is proved to be more significant to improve student competence of filling up partograph.


2017 ◽  
Vol 3 (1) ◽  
pp. 48-56
Author(s):  
Eko Prasetyo

This study aims to determine the effect between instructional model Inquiry Learning and Direct Instruction to critical thinking skills of Junior High School children in accordance with gender differences between men and women. The method used in this research is to use the experimental method using a quantitative approach with the type of case study. In this study, the measurement tool is a questionnaire that the author quotes from the questionnaire Bambang Abduljabar. The results of this study are: Inquiry learning model in learning pemas can improve students' critical thinking skills without feared will be influenced by sex differences in students. The more student-centered learning of lead will contribute positively to the students' cognitive development, even giving the student a pleasurable learning experience.


Author(s):  
Mohd Asrizal Razali ◽  
◽  
Noranis Ismail ◽  
Nurzihan Hassim ◽  
◽  
...  

At Taylor’s University, Intercultural Design is a project-based module where students are exposed to different cultures of foreign countries and are required to understand the role of design in a wide cultural, political and social context. Through this experience in addition to reflective practice, conceptualizing of ideas and active experimentations, the participating graphic communication students interpret their immersion of culture subjectively and present a piece that communicates the said cultural elements to intended audiences. The present COVID-19 international travel restrictions had disrupted this knowledge acquisition process and posed limits of onsite exploration, engagement with foreign agencies and face-to-face interactions with communities and cultures. However, previous studies had posited the potential of utilizing similar approaches via virtual space, place metaphors and avatar-environment interaction. Henceforth, this paper explored Virtual Reality (VR) technology that replicated environments of foreign destinations and allowed students to map information from this perspective in order to produce a graphic design-based output. This paper intended to further examine the effectiveness of VR by comparing information and feedback of; 1)participating students who had firsthand experience of foreign environment, and 2) students who only have second hand experience via VR. This paper also proposed the suitable selection of VR tools based on cost, accessibility, technological requirements and immersion satisfaction via online learning. The results achieved during the analysis is pertinent to endorse the intention towards the use of VR tools for online collaborative and student-centered learning experience for this module.


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