Using Minecraft to Encourage Critical Engagement of Geography Concepts Jonathan List The University of Akron United States list.jonathan@gmail.com Brent Bryant Northern Potter School District United States bbryant@northernpottersd.org Much of the research surrounding technology in the Geography curriculum focuses on Geographic Information Systems (GIS) and Geographic Positioning System (GPS) units. Studies have examined how these tools can benefit student learning, however GIS can be difficult to learn, and GPS can be cost prohibitive. This study investigates the use of the video game Minecraft as a virtual world to teach students geography concepts. Much of the research surrounding technology in the Geography curriculum focuses on Geographic Information Systems (GIS) and Geographic Positioning System (GPS) units. Studies have examined how these tools can benefit student learning, however GIS can be difficult to learn, and GPS can be cost prohibitive. This study investigates the use of the video game Minecraft as a virtual world to teach students geography concepts. The students in this study attend a rural middle school in the Northeastern United States. They are in the 7th grade and study geography under the tutelage of a veteran teacher. The teacher, Mr. Williams (all names are pseudonyms), has been the the technology director for the school district for three years, and a classroom teacher for 15 years. The students have access to computers during the week through the use of a computer lab. During their time in the computer lab, students access a virtual world and engage in activities to solidify their understanding of geographical concepts. The virtual world selected for this task is provided by the popular video game, Minecraft. In this case study, we examine Mr. Williams’ use of Minecraft in the geography classroom. The driving question behind this research is: In what ways can Minecraft encourage students to critically engage in the learning of geography concepts. All of the activities in this study were designed by Mr. Williams, based on his experience teaching social studies and geography. Minecraft Minecraft is a popular sandboxing video game that uses naturalistic principles to govern many of the game mechanics. Players participate in an 8-bit analogue of the world, interacting with various types of flora and fauna. When players begin the game, they typically have no resources at their disposal and must collect materials to build tools. They can then use tools to gather further resources (food, minerals, ore, etc.). Beyond requiring players to collect and build their own resources, the game generates a world with a variety of geographical regions that the creators call biomes. These biomes can range from Arctic and Jungle to Ocean and Desert. Each biome provides different resources and challenges. Beyond the basic mechanics of the game, players can participate in any activity that they would like. They can harvest resources to build magnificent structures, or dig deep into the Earth to find minerals that allow the students to make more complex tools and machines. The danger of digging too deep is that hostile elements in the game tend to gather in the dark recesses of the world. The same danger exists if a player does not build a shelter; hostile elements come out at night and can terrorize the player. All other mobile and active elements of the game not controlled by players are called mobs. Dangerous mobs are called hostile, and the rest, including cows, chickens, horses and pigs, are called neutral mobs. A more recent addition to the game was the need for the players to find and consume food. If the players do not regularly consume food, they will begin taking damage and eventually die and need to respawn. While this doesn’t necessarily have any negative impacts on the game, players will lose any equipment they are carrying with them, and will need to return to the point of their death to be able to collect the dropped equipment before the game automatically removes it. All of these elements combine to make an interesting environment for use in a geography classroom. Students have to be able to apply geography skills in order to complete tasks put forth by the classroom teacher. Literature Review Our implementation of Minecraft in the classroom is based, in part, on the work of several researchers. J. Paul Gee has a series of principles to consider about the educational principles of video games (2005). Kurt Squire seeks better understand what it is about video games that allows players to learn and understand different aspects of the game while playing (2006; 2008a; 2008b). Minecraft was integrated into a Geography curriculum which relied heavily on the five themes of geography, and this study aligns itself with recent calls for research in Geography (Association of American Geographers, 2013; Jalongo, 2007; Natoli, 1994). While Geography, Minecraft and Gee’s principles of video games in education provide the framework for this research, Gee’s principles tie everything together. Paul Gee’s principles of video games are designed to help educators understand the various elements of video games. From Gee’s body of work, the number of principles can range from 13 (Squire & Steinkuehler, 2013) to 36 (Gee, 2007). For the purposes of our research, we focus on five of his principles, namely: ● Interaction ● Customization ● Agency ● Situated Meanings ● Explore, Think Laterally, Rethink Goals (Gee, 2005). Interaction is the process of allowing the students to engage in a dialogue with the content. Instead of merely reading a text and having a one-way conversation, students do something and the video game responds(Gee, 2005; Jalongo, 2007). The interactive nature of Minecraft allows students to use materials, experience environmental conditions, farm animals, manage hostile mobs and work with other players. Instead of just conceptualizing ideas, students can engage setting in which those ideas are presented in a virtual form. Customization is dependent on interaction in that the game must be able to respond to user input. This principle refers to both the possibility to influence game mechanics as well as how the game is played (Gee, 2005; Squire 2008a). In Minecraft, players can download special graphics sets that will influence how the game looks, design the way their player looks and build whatever types of structures they can imagine. Agency relates to who has control in the game setting. Players are given control of a character or multiple characters, depending on the game being played. This control gives the students a feeling of ownership in the process (Gee, 2005; Jalongo, 2007; Squire 2008a). The process of putting the student in control of learning, is key to understanding situated meanings and exploration, thinking laterally and rethinking goals. When students are presented with problems or tasks in the game, they use the context of the game to develop understandings or situated meanings. This can lead the students to explore, think laterally and rethink goals (Gaudelli, Taylor, Bull & Bell, 2011; Gee, 2005). Minecraft allows students to attempt one solution to a problem, then revise their thinking and try another solution. Video games, as a whole, are able to encourage critical thinking through their use of well defined puzzles that serve to identify and provide clues about how to solve a broader, less welldefined problem (Steinkuehler, 2008). Add to this the design experience of the game, where players are able to experience a process, and a platform of potential authentic learning comes into view (Squire, 2006). Furthermore, since Minecraft allows the teachers to build the design experience to fit their needs, educators can use this tool to teach a wide variety of concepts. Minecraft Activities and Outcomes Students engaged in a variety of activities within the game-world of Minecraft. Each activity related to understanding concepts in geography. After students learned the mechanics of the game, they were give a basic task: Stay alive for a full day in the game world. Then students were asked to use the in-game coordinates to navigate their avatars to a specific location without losing any team members. When the students’ avatars have arrived at the location, they were directed to build a colony that could defend itself from hostile entities. Finally, once the colonies were established, students were given opportunities to trade for goods and services with other colonies along trade routes. The first activity required the students to stay alive for a full day. Not only does this activity cement the mechanics of the game for the students, it also provides an opportunity to learn about their location. They begin to develop a relationship with the place that they started the game. Are there features of the landscape that will help protect the students? Are there materials they can use to build? What is the easiest way to build something to survive the night? After students learned to survive, they were given a set of coordinates and asked to move their avatars to those coordinates. The coordinates are far enough away that the students will not be able to make the journey completely during the day, and must learn ways of keeping themselves safe along the journey. This activity focused on Location, Relationships with Place and Relationships between Places. Once students arrived at their new home coordinates, they started building their colonies with the materials at their disposal. Students were directed to work together and share the taskload. Students were able to build small villages that were easily defensible. This task dealt with Location, Place and Regions: How they form and Change. With respect to the last principle of Geography, students were required to take screenshots of their new location before they started building, then compare those images with screenshots taken after the colony was completed. During the migration phase, students were placed into separate groups and kept apart by use of a special plugin. After they had developed their colonies, they were given access to the other villages for purposes of trade. Students were required to make the journey either by foot, boat or train. This further addressed issues of Location, Relationships with Place, Relationships between places and How Regions change and form (especially when the players want to put a train between the villages). Student’s Actions The first activity, after the students were acclimated to the gameplay through a specialized tutorial, was for the students to survive on full Minecraft day. During the day, all non-player characters are generally benign, and will not attack a player unprovoked. Once the sun goes down in the game, creatures are created that are naturally hostile to players. In order to survive, players must have shelter. Several players felt they would be safer without other around, but soon found that groups of students were safer than individual students. Students remarked that the most helpful thing was building some sort of shelter, but that classmates leaving the group posed problems. When asked, “What actions did not help you to survive the night?” students responded that leaving was a problem (17 out of 42 students). Students were able, with the teachers help, to understand the need to develop an organized group, or civilization. Students were also able to understand that this organization is important because they need to learn ways to stay alive. During the second lesson, students were forced to examine issues facing the development of a civilization, namely the acquisition of enough food materials for all citizens to be well-fed. The classroom teacher taught a lesson related to animal husbandry, and then explained how students could domesticate animals within the game world. Students then attempted to domesticate animals and stay alive through another day, further reinforcing the concept that a well organized group has better chances of survival than a loosely organized group wandering through the wilderness of the game world. After the students learned about animal husbandry and its relationship to emerging civilizations, students were tasked with the job of developing an official neolithic village. Students read an article about neolithic villages and ways of surviving and were asked to plan their neolithic villages. Students were divided into groups and were asked to start building their villages, but the students were unable to stay alive long enough to keep the village growing. In order to remedy this situation, the classroom teacher assigned the students the task of staying alive until level 5. Once presented with a specific challenge that required the students to accountably stay alive, the students worked more diligently on avoiding hostile elements of the game world. After the students were able to stay alive and gain experience in the game world, they were given the opportunity to move into the next stage of human development: The Stone Age. Students were permitted to build stone tools and advance their civilizations through the Iron Age, and begin developing more complex machinery. The game does not have bronze, per-se, but does require that students have stone tools to mine iron, and iron tools to mine harder substances, thus simulating various pre-historic ages of development. As the students became more skilled in playing minecraft, they began farming and mining in more organized ways. They were able to collect milk from cows, and somewhat organize themselves into groups. The classroom teacher then asked the students to engage in another task related to better understanding common topics in social studies. He asked them to build a scale replica of the Pyramids at Giza. The students were able to create approximations of the Pyramids, however they struggled with the actual building and design of the pyramids. One group of students attempted to build a pyramid one side at a time and ended up with a side that looked more like a slanted stadium wall than a side of a Pyramid. Once the students realized their mistake, they began removing parts of the wall that were inappropriate for the shape of a pyramid. The students were able to mostly complete the outer shell of the pyramid. This lesson helped the students to better understand the volume of time and resources required for a project such as building a pyramid. Discussion Once the students were able to stay alive for a full game-day, they were able to explain any geographical features that factored into their survival. Some of the players indicated that having trees nearby was beneficial because it allowed them to build tools more quickly to dig shelters. Others felt that sand was the most useful material for a single night of survival because it was easy to harvest with their hands and build a tower tall enough to protect them from hostile mobs. Overall, they did not engage the intended geographical considerations, instead they focused on the social implications of collaboration during gameplay. As they continued playing through the activities designed for them by Mr. Williams, the students were able to focus on more of the geography content included in the game. Once the students were given the task of building something that was dependent on their location in the game world, they were able to consider concepts such as human-environment interactions and movement. Conclusions Data processing is on-going at this time, and further conclusions and discussion ideas will be given once data processing is complete. 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