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1
The Mining of Craft: An exploration of Minecraft as a Community of Inquiry
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2
Accessibility and innovation: IEB Minecraft as a tool for collection exploration
Published 2025-01-01Subjects: “…Minecraft…”
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3
Edukacyjne walory gry "Minecraft". Analiza narracji uczniów i edukatorów
Published 2020-03-01“…Probably for those reasons the game is popular in Norwegian and Swedish schools, where units based on Minecraft are often incorporated by teachers into their lessons. …”
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Acessibilidade e inovação: o IEB Minecraft como ferramenta para exploração de acervos
Published 2025-01-01Subjects: “…Minecraft…”
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5
Educação das infâncias no YouTube
Published 2024-12-01“…Em tais vídeos, o YouTuber Felipe Neto joga Minecraft, um jogo de propriedade da Microsoft que é sucesso em todo o mundo. …”
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Towards a cultural science of videogames: evolutionary social learning
Published 2010-01-01“…Using the example of the independently developed Minecraft, we examine the dimensions of social learning involved in playing videogames that are characterised by relatively unscripted gaming environments. …”
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Digital Games as Safe Places: The Case of Animal Crossing
Published 2025-01-01“…Games that encourage creativity and content creation, like Second Life, Animal Crossing, and Minecraft, for example, give users a variety of safe spaces to express themselves and grow creatively. …”
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Organizational Gameplay: The Player as Designer of Character Organizations
Published 2015-01-01“…This architecture is materialized in a proof of concept prototype that combines the Minecraft game server, JADE agent platform, and MOISE+ organizational model. …”
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Young people's networked constructions of nature: Evidence from a qualitative multiple case study in the United Kingdom
Published 2025-02-01“…Reflexive thematic analysis of fieldnote data revealed that young people had previously constructed their understandings and interpretations of what nature ‘is’ through networked environments such as Instagram, TikTok and Minecraft. These networked constructions often contextualised young people's direct, in‐person interactions with nature and demonstrated ways in which these online spaces influenced how nature was perceived and understood. …”
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Cyborg Adolescents and Digital Data: Examining Education and Revenue Generation in the Digital Lives of Youth through More-than-Human Ethnography
Published 2024-12-01“…Participants underscored the significance of being familiar with game environments, such as Minecraft, asserting that theoretical knowledge alone is inadequate. …”
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