The Acquisition of 21st-Century Skills Through Video Games: Minecraft Design Process Models and Their Web of Class Roles
Katherine J. E. Hewett,
Guang Zeng and
Bethanie C. Pletcher
Simulation & Gaming, 2020, vol. 51, issue 3, 336-364
Abstract:
Background. Qian and Clark reported that little is known on the acquisition of 21st-century skills through video games and no educational model exists on how to best teach these skills in the classroom. Studies that explore educational model s exhibited through video games like Minecraft contribute to the growing body of research in the field of game studies, game-based learning , and virtual environments. Aim. The purpose of this qualitative case study was to explore the 21st-century design processes, skills, and behaviors of high school gamers in order to generate an educational model that illustrates how those classroom gamers attempted to critically think, create, communicate, and collaborate (Four Cs) in Minecraft . Method. The triangulated data collection included six qualitative case study interviews, observation data (with demographics) from thirteen participants, and visual artifacts from six classes grounded in social constructivist, social constructionist, and interpretivist theories. It should be noted that ninety-five students collaborated with the participants on the six Minecraft projects. Results. The data collection generated two educational Four Cs model s that illustrate the participants’ leadership and design processes. Four 21 st -century themes emerged from the research study: 1.) Leadership : Models for Design 2.) Navigating the 3D World , 3.) Think Outside-the-Box , and 4.) Real-world Connections . Conclusions. It can be concluded that Minecraft can help students learn to problem-solve, improve their research skills, be resourceful, multitask, and develop their social skills through teamwork (Four Cs). When students are given a task in Minecraft they will self-organize and student leaders will emerge. Minecraft challenged the participants to assess a problem, analyze it from another perspective, and find a creative solution collaboratively.
Keywords: 21st-century skills; educational model; game-based learning; gamers; Minecraft; video games (search for similar items in EconPapers)
Date: 2020
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Citations: View citations in EconPapers (2)
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Persistent link: https://EconPapers.repec.org/RePEc:sae:simgam:v:51:y:2020:i:3:p:336-364
DOI: 10.1177/1046878120904976
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