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Minecraft texts

Compiled by Bernadine Blechynden

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    • Applying Virtual Reality to Business Simulations for E-Learning

      Sause, W., Woodside, J. & Amiri, S. (2016). Applying Virtual Reality to Business Simulations for E-Learning. In Proceedings of EdMedia 2016--World Conference on Educational Media and Technology (pp. 1720-1724). Vancouver, BC, Canada: Association for the Advancement of Computing in Education (AACE).

    • Avoiding Epic Losses: Steps for Integrating Meaningful Gamification into the Classroom

      Beaudin, L.C. (2016). Avoiding Epic Losses: Steps for Integrating Meaningful Gamification into the Classroom. In G. Chamblee & L. Langub (Eds.), Proceedings of Society for Information Technology & Teacher Education International Conference (pp. 1828-1833). Savannah, GA, United States: Association for the Advancement of Computing in Education (AACE).

    • Bringing Back Construction Education to the Classroom by Digitizing It.

      Wright, G. & Wiedman, J. (2016). Bringing Back Construction Education to the Classroom by Digitizing It. In G. Chamblee & L. Langub (Eds.), Proceedings of Society for Information Technology & Teacher Education International Conference (pp. 1534-1537). Savannah, GA, United States: Association for the Advancement of Computing in Education (AACE).

    • Pre-service Teacher Education in Game-Based Learning: Analyzing and Integrating Minecraft

      Shah, M., Foster, A., Scottoline, M. & Duvall, M. (2014). Pre-service Teacher Education in Game-Based Learning: Analyzing and Integrating Minecraft. In M. Searson & M. Ochoa (Eds.), Proceedings of SITE 2014--Society for Information Technology & Teacher Education International Conference (pp. 2646-2654). Jacksonville, Florida, United States: Association for the Advancement of Computing in Education (AACE).

    • Maker Culture and "Minecraft": Implications for the Future of Learning

      Niemeyer, D.J. & Gerber, H.R. (2015). Maker Culture and "Minecraft": Implications for the Future of Learning. Educational Media International, 52(3), 216-226.

    • "Redstone Is Like Electricity": Children's Performative Representations in and around "Minecraft"

      Dezuanni, M., O'Mara, J. & Beavis, C. (2015). "Redstone Is Like Electricity": Children's Performative Representations in and around "Minecraft". E-Learning and Digital Media, 12(2), 147-163.

    • Mining Knowledge with Game Based Learning: Building Knowledge Through Connected Learning with the use of Minecraft in the Classroom

      Roberts-Woychesin, J. & Piller, Y. (2015). Mining Knowledge with Game Based Learning: Building Knowledge Through Connected Learning with the use of Minecraft in the Classroom. In Proceedings of Global Learn Berlin 2015: Global Conference on Learning and Technology (pp. 418-425). Berlin, Germany: Association for the Advancement of Computing in Education (AACE).

    • Minecraft as a teaching tool: One case study

      Schifter, C. & Cipollone, M. (2013). Minecraft as a teaching tool: One case study. In R. McBride & M. Searson (Eds.), Proceedings of SITE 2013--Society for Information Technology & Teacher Education International Conference (pp. 2951-2955). New Orleans, Louisiana, United States: Association for the Advancement of Computing in Education (AACE).

    • Gaming Geography: Using Minecraft to Teach Essential Geographic Skills

      Scarlett, M. (2015). Gaming Geography: Using Minecraft to Teach Essential Geographic Skills. In D. Rutledge & D. Slykhuis (Eds.), Proceedings of SITE 2015--Society for Information Technology & Teacher Education International Conference (pp. 838-840). Las Vegas, NV, United States: Association for the Advancement of Computing in Education (AACE).

    • Using Minecraft to Encourage Critical Engagement of Geography Concepts

      List, J. & Bryant, B. (2014). Using Minecraft to Encourage Critical Engagement of Geography Concepts. In M. Searson & M. Ochoa (Eds.), Proceedings of SITE 2014--Society for Information Technology & Teacher Education International Conference (pp. 2384-2388). Jacksonville, Florida, United States: Association for the Advancement of Computing in Education (AACE).

    • Designing inclusive learning for twice exceptional students in Minecraft

      O\u2019Sullivan, M., Robb, N., Howell, S., Marshall, K. & Goodman, L. (2017). Designing inclusive learning for twice exceptional students in Minecraft. The Journal of Distance Education / Revue de l'ducation Distance, 32(2),. Athabasca University Press.

    • Teaching Scientific Concepts Using a Virtual World--Minecraft

      Short, D. (2012). Teaching Scientific Concepts Using a Virtual World--Minecraft. Teaching Science, 58(3), 55-58.

    • Developing Educational Ideas for and Within Minecraft

      List, J., Bryan, B., Slawson, J. & Misner, T. (2014). Developing Educational Ideas for and Within Minecraft. In M. Searson & M. Ochoa (Eds.), Proceedings of SITE 2014--Society for Information Technology & Teacher Education International Conference (pp. 1681-1683). Jacksonville, Florida, United States: Association for the Advancement of Computing in Education (AACE).

    • Teaching teachers to Teach with Non-Didactical Games

      G√ľnther, S., Hacker, M. & Hess, F. (2016). Teaching teachers to Teach with Non-Didactical Games. In Proceedings of EdMedia 2016--World Conference on Educational Media and Technology (pp. 837-840). Vancouver, BC, Canada: Association for the Advancement of Computing in Education (AACE).

    • Preparing Teachers for Integration of Digital Games in K-12 Education

      Shah, M. & Foster, A. (2016). Preparing Teachers for Integration of Digital Games in K-12 Education. In G. Chamblee & L. Langub (Eds.), Proceedings of Society for Information Technology & Teacher Education International Conference (pp. 2349-2356). Savannah, GA, United States: Association for the Advancement of Computing in Education (AACE).

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