Minecraft in Support of Teaching Sustainable Spatial Planning in
Secondary Education
Lessons Learned from the Marker Wadden-Project
M. Opmeer, E. Dias, B. de Vogel, L. Tangerman and H. J. Scholten
Spatial Information Laboratory (SPINlab), School of Business and Economics, Vrije Universiteit Amsterdam,
The Netherlands
Keywords: Digital Game-Based Learning, Sustainable Patial Planning, Minecraft, Expectations, Experiences.
Abstract: In this article, we have assessed the educational affordances of Minecraft to teach school children about
sustainable spatial planning. Specifically, we carefully examined the expectations and experiences of the
learners and the teachers of this digital game as an educational tool for spatial planning purposes. The
results of this explorative study confirm the educational potential of Minecraft. However, connection
problems and digital vandalism (‘griefing’) by other players may seriously hinder the learning process.
Moreover, it is advised to start with traditional design materials (e.g., paper and pencil) before working in
Minecraft, as learners may find it restricting to be able to build with rectangular blocks only.
1 INTRODUCTION
A lively debate exists on the affordances of digital
game-based learning for education. Since the
beginning of this century, a large body of research
has emerged on the positive and negative aspects
of using digital games for educational purposes
(All et al., 2016; Arnab and Clarke, 2017; Bouvier
et al., 2013; Boyle et al., 2016; Brom et al., 2016;
De Grove and Van Looy, 2011; Favier and van
der Schee, 2014). Although the employed
research strategies variate profoundly, there is
academic evidence that the employment of digital
games may result in higher learning outcomes
(Dankbaar and Saase, 2015; Girard et al., 2013).
However, a large set of factors influence the
effectiveness of these media during the whole
learning process. As such, these aspects have to
be taken into account carefully when using game
technology in an educational context (Hamari et
al., 2016; Perttula et al., 2017; Proulx et al.,
2017).
This paper focusses on the teachers' and
learners' attitudes towards Minecraft as an
educational tool for creating sustainable spatial
plans in secondary education. In 2015, the Spatial
Information Laboratory (SPINlab) of the Vrije
Universiteit Amsterdam partnered with the Dutch
Road Authority (Rijkswaterstaat) to teach school
children about the complexity of designing
sustainable landscape plans. We aimed to assess
whether Minecraft was an appropriate digital
game to engage young learners with this topic in
an appealing and challenging way. Accordingly,
we aimed to answer the following research
question: Is Minecraft an appropriate tool for
teaching the fundamentals of sustainable spatial
planning in secondary education? We tried to
answer this question with the outcomes of a pre-
and postquestionnaire and by interviewing the
involved teachers.
2 BACKGROUND
2.1 Project Description
From 2015 onwards, SPINlab has investigated
how Minecraft can help to teach sustainable
spatial planning in high-school education. We
chose Minecraft because of its unique 3D
representation of the physical world, the
possibility to implement official spatial data of the
Kadaster (Dutch Ordnance Survey) to reconstruct
316
Opmeer, M., Dias, E., Vogel, B., Tangerman, L. and Scholten, H.
Minecraft in Support of Teaching Sustainable Spatial Planning in Secondary Education - Lessons Learned from the Marker Wadden-Project.
In Proceedings of the 10th International Conference on Computer Supported Education (CSEDU 2018) - Volume 1, pages 316-321
ISBN: 978-989-758-291-2
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