Mining and crafting a game to teach research methodology
Abstract Gamification is used in various disciplines to elucidate complex problems. These disciplines are typically the science, technology, engineering, and mathematics disciplines. It is not known whether gamification can be used to teach research methodology. MinecraftEDU was used to create games...
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2021
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oai:doaj.org-article:a4df3a10445b4430a3863e005504edfc2021-11-28T12:11:33ZMining and crafting a game to teach research methodology10.1186/s41239-021-00299-22365-9440https://doaj.org/article/a4df3a10445b4430a3863e005504edfc2021-11-01T00:00:00Zhttps://doi.org/10.1186/s41239-021-00299-2https://doaj.org/toc/2365-9440Abstract Gamification is used in various disciplines to elucidate complex problems. These disciplines are typically the science, technology, engineering, and mathematics disciplines. It is not known whether gamification can be used to teach research methodology. MinecraftEDU was used to create games to explain the various concepts within research methodology. The purpose was to force students to engage with the theory and literature and create a game based on their insights. An analysis of the students’ feedback indicates that they preferred this method to more traditional lectures. Although they experienced initial problems with the MinecraftEDU environment, the overall experience was perceived as positive. The results indicate that gamification can be used to teach research methodology, but more research is needed to determine how game elements can be incorporated into a research methodology game.Carl MarnewickJacqui ChettySpringerOpenarticleGamificationMinecraftEDUResearch methodologySouth AfricaQualitativeResearch onionSpecial aspects of educationLC8-6691Information technologyT58.5-58.64ENInternational Journal of Educational Technology in Higher Education, Vol 18, Iss 1, Pp 1-22 (2021) |
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Gamification MinecraftEDU Research methodology South Africa Qualitative Research onion Special aspects of education LC8-6691 Information technology T58.5-58.64 |
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Gamification MinecraftEDU Research methodology South Africa Qualitative Research onion Special aspects of education LC8-6691 Information technology T58.5-58.64 Carl Marnewick Jacqui Chetty Mining and crafting a game to teach research methodology |
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Abstract Gamification is used in various disciplines to elucidate complex problems. These disciplines are typically the science, technology, engineering, and mathematics disciplines. It is not known whether gamification can be used to teach research methodology. MinecraftEDU was used to create games to explain the various concepts within research methodology. The purpose was to force students to engage with the theory and literature and create a game based on their insights. An analysis of the students’ feedback indicates that they preferred this method to more traditional lectures. Although they experienced initial problems with the MinecraftEDU environment, the overall experience was perceived as positive. The results indicate that gamification can be used to teach research methodology, but more research is needed to determine how game elements can be incorporated into a research methodology game. |
format |
article |
author |
Carl Marnewick Jacqui Chetty |
author_facet |
Carl Marnewick Jacqui Chetty |
author_sort |
Carl Marnewick |
title |
Mining and crafting a game to teach research methodology |
title_short |
Mining and crafting a game to teach research methodology |
title_full |
Mining and crafting a game to teach research methodology |
title_fullStr |
Mining and crafting a game to teach research methodology |
title_full_unstemmed |
Mining and crafting a game to teach research methodology |
title_sort |
mining and crafting a game to teach research methodology |
publisher |
SpringerOpen |
publishDate |
2021 |
url |
https://doaj.org/article/a4df3a10445b4430a3863e005504edfc |
work_keys_str_mv |
AT carlmarnewick miningandcraftingagametoteachresearchmethodology AT jacquichetty miningandcraftingagametoteachresearchmethodology |
_version_ |
1718408158992400384 |