The purpose of this action research study was to see how Minecraft Education Edition (EE) impacts student engagement and the ownership of learning. Twenty-five third grade students with varying levels of experience using Minecraft engaged with the Education Edition over a period of three weeks to show their learning of the formation of the Hawaiian Islands.
Results from the study allowed the researcher to observe and collect data to show the level of engagement and ownership of learning through Quizizz formative assessments, anecdotal notes from observational protocols, and a Google Form questionnaire. Data collected will be used to further discussions on possible next steps to take game-based learning to a larger audience in a private school in Honolulu, Hawaiʻi.
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