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Gamification and Games-Based Learning

Gamification and Games-Based Learning 17 Megan Park Megan Park<EMAIL_ADDRESS>University of Ontario Institute of Technology Abstract This chapter explores the use of gamification within the field of education through the game Minecraft (Microsoft, 2018c). Minecraft is a first-person perspective video game that allows players the freedom to explore and create within a three-dimensional block-based environment. Players use blocks and other objects to create structures, as they alter the virtual world around them. Developed by Microsoft, MinecraftEDU (Microsoft, 2018d) was created as an educational version of the original game to ensure educators were provided with the tools they needed to bring Minecraft into their learning environments. Within this chapter, the benefits and applications of MinecraftEDU will be expanded upon, as many curriculum expectations can be taught and accessed through the game. Recommendations for integrating this technological tool will also be explored, as educators need to feel comfortable introducing MinecraftEDU to their students. Keywords: collaboration, engagement, gamification, Minecraft, MinecraftEDU, motivation Introduction Gamification in education is the process of adding games or game-like elements to a task, with the goal of increased participation and academic achievement (Yildirim, 2017). Studies have shown that games can increase student motivation through engagement and light-hearted competition (Turan, Avinc, Kara, & Goktas, 2016). One way to add gamification and game-based learning to the classroom is through integrating educational video games into the curriculum. Games provide students with the opportunity to fail, overcome failure, and persevere to achieve success (Yildirim, 2017). Through games students are provided a sense of agency, as they personally control their own choices. When games include feedback and rewards, there is an increase in student motivation to continue learning (Hanson-Smith, 2016). Through gamification there is the opportunity for blending curriculum areas and 21st century learning skills (Kingsley & Grabner‐Hagen, 2015). Minecraft is a gamification tool, which allows students to build, participate, and evaluate project-based learning activities (Callaghan, 2016). Educators can use Minecraft to teach and access curriculum expectations, while promoting motivation and engagement (Kuhn & Stevens, 2017). Background Information In 2009, Minecraft was released in the early stage of development and quickly led the conversation on creativity in a video game environment (Nguyen, 2016). Markus Persson developed Minecraft and through money gained from the developmental release he created the game development company Mojang (Nguyen, 2016). After several beta tests and updates, Mojang released the full version of Minecraft in November 2011. In September 2014, the multinational technology company, Microsoft, bought Mojang and the ownership of Minecraft (Nguyen, 2016). Minecraft is a constructi
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