Documenti di Didattica
Documenti di Professioni
Documenti di Cultura
Cameron Robicheaux
Prof. Dogan
CUIN3313-08804
University of Houston
VIDEOGAMES IN THE LEARNING ENVIRONMENT 2
Mankind has been playing variations of different games that can date back to some of the
earliest civilizations (Kumar, Herger, & Dam, 2018). Games most likely started out to pass the
time or get their dose of social contact. Individuals inadvertently developed skills that would
improve their performance in their games. For example, mathematical skills from calculating
how fast a runner needs to be in order to win in a 100m dash, or social skills that develop
whenever individuals interact with others. Games continued to redefine themselves as time went
on, but there is one variation of games that is of interest because of its potential application in the
learning environment. The first video games were released in the early 1970’s but they have
advanced drastically since then (Tyson, 2000). Up until recently, videogames had been frowned
upon for educational uses. However, teachers and instructors have began to integrate videogames
into their lessons to improve student engagement, which is one of the toughest challenges for
educators. Videogames are still new to the learning environment but are showing incredible
they vary greatly in design, gameplay, mechanics, etc. By analyzing specific videogames in
specific circumstances, determining the applications, benefits, and drawbacks becomes easier to
evaluate. A particular subject that has a bit of a reputation for being boring or uninteresting is
History. The exact reasons vary from student to student, but it seems understandable that they
struggle engaging because the material is not directly relevant to their day-to-day lives, so they
wonder why they should spend the time, energy, and brainpower learning about the events that
have already happened. This is where videogames can provide an effective alternative learning
VIDEOGAMES IN THE LEARNING ENVIRONMENT 3
activity that helps students engage in the course material. In this specific circumstance one
videogame has been applied and experienced much success by a 7th grade world history teacher
in King City, California. John Miller struggled in the past to get his students engaged in the
distant course material like the Roman Empire or Feudal Japan. To reach his students and enable
them to fully appreciate the importance of these topics Miller decided to try something new by
advantages for application into the learning environment. Sandbox videogames are typically
categorized by the lack of preexisting structure and the user’s ability to manipulate their virtual
world in almost any way they can imagine (Techopedia, 2019). By taking advantage of these two
aspects Miller created a world in Minecraft that students were able to experience a historical
scenario that featured, “a medieval Viking invasion of an English seaside town, complete with an
attack on a monastery, a missing monk, a kidnapped girl, a hunt for an ancient relic and Norse
mythology” (Jones, 2018). Miller found that students were more easily engaged in this activity
compared to his previous methods. Miller found that the same students that had struggled
grasping material or writing anything about the course material were now twenty-page papers
detailing their experiences in their Minecraft world (Jones, 2018). The scenario that Miller
created was so effective because it enabled students to connect with the course material, it
allowed them to personally experience what it was like to have Viking warriors raid their town,
attack their monastery, and spirit away their towns monk and local girl. The way that Minecraft
was used in this situation improved student engagement and grasp of material, and through
asking students to do their own research, keep a journal on their experiences, and other activities
Miller was able to provide opportunity for students to develop their skills and comprehend
VIDEOGAMES IN THE LEARNING ENVIRONMENT 4
course material through immersing themselves in the videogame. In 2016, Minecraft: Education
Edition was released because Microsoft, the parent company of the Minecraft developer studio
Mojang, has seen the potential that Minecraft has for educational purposes. This edition of
Minecraft has experienced great success and boasts thousands of educators in over 100 countries
using the Minecraft: Education Edition (Minecraft: Education Edition Home page, 2019). By
designing a version of the game dedicated to assisting instructors in creating a virtual world that
fits their needs, Minecraft: Education Edition opened itself up to potential applications for nearly
all subjects covered in kindergarten through high school by releasing templates for lessons in
subjects like elementary math, chemistry, basic coding, art, poetry, and many more (Minecraft:
exemplified by Minecraft: Education Edition. It shows that given the right platform, course
design, and instruction, that videogames can engage students better than traditional alternatives,
develop a wide variety of skills, and be versatile enough to be effectively applied in many
subjects.
VIDEOGAMES IN THE LEARNING ENVIRONMENT 5
Works Cited
Homepage | Minecraft: Education Edition. (n.d.). Retrieved April 20, 2019, from
https://education.minecraft.net/
Jones, C. (2018, May 3). A new venue for video games: K-12 classrooms. Retrieved April 20,
classrooms/597100
Kumar, J., Herger, M., & Dam, R. (n.d.). A Brief History of Games. Retrieved April 20, 2019,
from https://www.interaction-design.org/literature/article/a-brief-history-of-games
Search Lessons | Minecraft: Education Edition. (n.d.). Retrieved April 20, 2019, from
https://education.minecraft.net/class-resources/search-lessons
Tyson, J. (2000, October 16). How Video Game Systems Work. Retrieved April 20, 2019, from
https://electronics.howstuffworks.com/video-game2.htm
What is a Sandbox (in Gaming)? - Definition from Techopedia. (n.d.). Retrieved April 20, 2019,
from https://www.techopedia.com/definition/3952/sandbox-gaming