Minecraft and coding in education: an overview of effect of gamification

  • Minaudo M
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Abstract

made available to users who have gone from the role of simple users to sometimes sophisticated creators of games and storytelling. A noteworthy phenomenon is the appearance of interactive activities with games rooted in math and then also in other disciplines. Digital game-based learning (DGBL) and gamification, however, require different strategies: in the first case, there is a balance between in-class lessons and educational game play, in the second, the purpose is taking elements from games and adding them to lessons. These factors have determined the current success of Minecraft Education Edition up to the challenge between schools with positive results that can be observed online thanks to the sharing and synergistic work of educators and mentors (including myself with direct experiments to become part of this group as mentor for Italy) (Figure 1). Figure 1 Minecraft Mentor Badge.

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Minaudo, M. (2020). Minecraft and coding in education: an overview of effect of gamification. International Robotics & Automation Journal, 6(1), 17–18. https://doi.org/10.15406/iratj.2020.06.00198

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