Abstract
Collaboration is an important 21st century skill, and there is an increasing interest in computer-supported collaborative learning (CSCL) in teaching and learning practices regarding the necessary knowledge and skills for 21st century learners. However, solutions are still lacking concerning how to enable learners to collaborate when working with a specific subject. This study developed and tested a learning design using Minecraft as an educational tool in math classes in higher education over a 2-year period. The research questions are: 1) How can Minecraft be used as an educational tool for learning subject-specific skills, and what are the implications for the development of 21st century skills? 2) How can social network analysis (SNA) and interaction analysis (IA) be used as a research methodology for analyzing the use of Minecraft as an educational tool for learning subject-specific skills? Data was analyzed using a mixed-methods approach, in which both a quantitative perspective through SNA and a qualitative perspective through IA were employed. Findings of the study: 1) suggested that using Minecraft for learning a subject-specific skill triggered collaborative learning processes, 2) facilitated the development of 21st century skills in math classes, and 3) combining SNA and IA as a research methodology for analyzing the use of Minecraft for learning subject-specific skills. These findings serve as a stepping stone for teachers and researchers to create learning designs that use a digital educational tool to facilitate collaborative learning and advance the literature on CSCL and educational practice.
Talk to us
Join us for a 30 min session where you can share your feedback and ask us any queries you have
Disclaimer: All third-party content on this website/platform is and will remain the property of their respective owners and is provided on "as is" basis without any warranties, express or implied. Use of third-party content does not indicate any affiliation, sponsorship with or endorsement by them. Any references to third-party content is to identify the corresponding services and shall be considered fair use under The CopyrightLaw.