139 CHAPTER 10 USING GAME-BASED APPROACHES TO INCREASE LEVEL OF ENGAGEMENT IN RESEARCH AND EDUCATION Joseph C. Toscano 1 , Andrés Buxó-Lugo 1 , 2 , and Duane G. Watson 1 , 2 “Minecrat is coming into diferent venues than what we thought was possible” - Carl Manneh,Mojang, Co-founder and Managing Director And Now for Something Completely Diferent [A note from the editor...] What you are about to read is a bit of a departure from the rest of the book. So far each chapter has focused on some element of teacher appropriation or evaluation of Minecraft. In the following pages, the authors have generously volunteered to publish their research as as a chapter in this book. Normally this kind of piece would be found in a journal and it will read as such. That said, the authors provide us glimpse of the range of impact Minecraft has i’ other ields, a’d I believe o“e’s u“ a’ exciti’g host of “ossibilities for classroo‘ use of Mi’ecraft as a tool for actio’ research, scie’tiic ‘ethod, a’d data collectio’. I’ that light, though differe’t, this cha“ter its “erfectly. 1 Beckman Institute for Advanced Science and Technology, University of Illinois at Urbana-Champaign 2 Department of Psychology, University of Illinois at Urbana-Champaign