Frequently Asked Questions
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The best way to get started teaching with Minecraft at your school is to order Minecraft Education Edition, by going to their website, found here: https://education.minecraft.net
Licenses start at $5/license/year, and can get even cheaper if ordered in bulk. If your school or district will not sign up, and you don’t have the classroom money to afford it, you can use your own private regular license (vanilla license) and students’ own licenses in class. This should give you enough licenses to run Minecraft in front of the class and to have students share in building activities. You can also check for your school’s eligibility by visiting https://education.minecraft.net/how-it-works/tech-specs/
Please see below, quoted from Minecraft Education Edition’s FAQ page:
Video games are a great way to engage students and personalize lessons. They provide “an opportunity to focus our energy, with relentless optimism, at something we’re good at (or getting better at) and enjoy” [McGonigal, 2011]. Researchers in 2013 found that 30 minutes of daily video game play led to increased brain plasticity along with additional development in areas crucial for spatial reasoning, strategic planning, working memory, and motor skills [Kunh, 2013].
- • Kuhn, Simone. Playing Super Mario induces structural brain plasticity. Molecular Psychiatry, 2014 Vol. 19, pgs 265-271. Web. 16 Sept. 2015.
Other relevant research:
- • Bos, B., Wilder, L., Cook, M. & O’Donnell, R. Learning Mathematics through Minecraft. Teaching Children Mathematics, Vol. 21. No. 1 (August 2014), pp. 56-59.
- • Canossa, A., Martinez, J., Togelius, J. (2013) Give Me a Reason to Dig: Minecraft and Psychology of Motivation. In Ieee conference on computational intelligence and games.
- • D’Angelo, C., Rutstein, D., Harris, C., Bernard, R., Borokhovshi, E., Haertel, G. (2013). Simulations for STEM Learning: Systematic Review and Meta-Analysis (Executive Summary). Menlo Park, CA: SRI International.
- • Gee, J. (2007). What Video Games Have to Teach Us About Learning and Literacy, New York, NY: St. Martin’s Press
- • Kapp, K. (2012) The Gamification of Learning and Instruction: Game-based Methods and Strategies for Training and Education. San Francisco, CA: Pfeiffer.
- • Lopez, J. & Garrido, C. Pedagogical Integration of the Application Minecraft EDU in Elementary School: A Case Study. Universidad de Murcia. Pixel-Bit. Revista de Medios y Educacion. No. 45. July 2014
- • McGonigal, J. (2011). Reality Is Broken: Why Games Make Us Better and They Can Change the World. New York, NY: Penguin.
- • Takeuchi, L. M., & Vaala, S. (2014). Level up learning: A National Survey on Teaching with Digital Games. New York: The Joan Ganz Cooney Center at Sesame Workshop.
- • Toppo, G (2015). The Game Believes In You: How Digital Play Can Make Our Kids Smarter. New York, NY: St. Martin’s Press