TY - CHAP
T1 - Applying Minecraft Education to Pedagogical Teaching
AU - Cóndor-Herrera, Omar
AU - Acosta-Rodas, Pamela
AU - Ramos-Galarza, Carlos
N1 - Publisher Copyright:
© 2021, AHFE International. All rights reserved.
PY - 2021
Y1 - 2021
N2 - Emerging teaching methodologies have reached restructuring educative scenario, leading to the implementation of novel teaching ways, using not conventional elements, such as videogames in the teaching process, it is the case of Minecraft education. This is a learning platform based in games, promoting creativity, collaboration and problem-solving in a digital immersive environment, that allow teachers to work with their students on lessons or projects of different subjects. Applying as basis, gamification and transforming educative scenarios into ludic environments, complementing them with STEM learning, which improves and increases students’ motivation.
AB - Emerging teaching methodologies have reached restructuring educative scenario, leading to the implementation of novel teaching ways, using not conventional elements, such as videogames in the teaching process, it is the case of Minecraft education. This is a learning platform based in games, promoting creativity, collaboration and problem-solving in a digital immersive environment, that allow teachers to work with their students on lessons or projects of different subjects. Applying as basis, gamification and transforming educative scenarios into ludic environments, complementing them with STEM learning, which improves and increases students’ motivation.
KW - Gamification
KW - serious games
KW - STEM
KW - teaching
KW - teaching strategies
UR - https://www.scopus.com/pages/publications/105031436591
U2 - 10.54941/ahfe1001100
DO - 10.54941/ahfe1001100
M3 - Capítulo
AN - SCOPUS:105031436591
T3 - Applied Human Factors and Ergonomics International
BT - Applied Human Factors and Ergonomics International
PB - AHFE International
ER -