Professional Documents
Culture Documents
Jeff Kuhn
PRODUCT AT A GLANCE
Product Type Open-world video game software
Macintosh systems
Hardware Requirements CPU: Intel Pentium D or AMD Athlon 64 (K8) 2.6 GHz.
Price PC/Mac: US $5 per year per account through a valid Office 365
account
Affiliation
Ohio University.
email: jkuhn72@gmail.com
General Description
Mojang’s Minecraft is a commercial-off-the-shelf (COTS) entertainment video
game. Mojang designed the game to have no set goals or objectives, leav-
ing players to explore and create. As the developers state, the game is about
“placing blocks and going on adventures” (Mojang, 2017, para 1) either in a
single-player mode or in multiplayer games through a server and Internet con-
nection. Since its full-version release in 2011, Minecraft has sold 122 million
copies making it one of the most successful video games of all time (Sarkar,
2017). This popularity attracted the attention of Microsoft, which purchased
the game, and its publisher Mojang, for $2.5 billion in 2014 (Peckham, 2014).
Microsoft noted the growing interest in using Minecraft for education early
in its acquisition of the game, and the company reached out to educators to
learn more about how they used the game in the classroom. This interest from
educators and subsequent outreach prompted Microsoft to develop Minecraft:
Education Edition (MC:EE), the edition that is the subject of this review.
The flexibility and largely visual interface of MC:EE afford teachers the
opportunity to use it in any language classroom. Depending on classroom
infrastructure, the game can be played offline in single-player mode or in
online multiplayer mode on either the Mac or PC.
Evaluation
Documentation
Documentation for Minecraft is sparse by design. Mojang originally released
the game with no set instructions or tutorials, expecting that players would
learn the game through exploration and experimentation. Since the Micro-
soft purchase and the push into education with Minecraft: Education Edition,
Mojang has increased game tutorials and documentation, which are incorpo-
rated into the game’s tutorial map. This map and other classroom resources can
be downloaded from the MC:EE website. The in-game tutorial requires edu-
cators to play the game in order to learn how the game functions. This learn-
by-play style may present challenges to educators unfamiliar with games and
who may be more eager to be told about the game and have ready-made lesson
plans than be willing to sit down and learn Minecraft by playing Minecraft.
Technological Features
MC:EE requires a software download for installation on desktop computers
running either Windows 10 or the Mac OS. For this review, the PC Windows
10 version of MC:EE was used. Upon downloading the game, all necessary
files are installed automatically by the software. The software will also auto-
matically update to newer versions of the game as they are released.
216 Learning Technology Review
Figure 1. Minecraft’s player interface. Health, food, and items can be monitored
through the user interface.
The graphics used in the game are blocky and rudimentary by modern video
game standards. Mojang intentionally designed this blocky interface to keep
the game’s focus on gameplay rather than graphical richness. This block design
also serves the gameplay, as any object in the game can serve as building mate-
rials without risk of parts or pieces not combining. Players can interact with
these blocks and the environment via the mouse and keyboard. The left mouse
button is used to break apart environment blocks that can then be added to the
player inventory. The right mouse button is used to place these blocks to build
structures. The player uses the WASD keys to navigate through the environ-
ment, and number keys 1–9 are used to access items in the player’s inventory.
An expanded inventory can be accessed with the E button (Figure 2).
Players can craft new resources in this expanded inventory screen by refin-
ing items or combining them with other resources. The game provides no
instructions on which items can be combined or even what combinations are
Learning Technology Review 217
Figure 2. An expanded inventory is accessed via the ‘E’ key. The bottom row of buttons
is the item hotbar, visible on the player’s main screen.
possible. Instead, the game expects players to learn through trial and error. In
many ways the game is an “object to think with” (Papert, 1980, p. 23) where
there is little expectation for getting it right the first time. As players begin to
understand the possibilities within the game, they can begin building a wide
variety of items and structures to create unique worlds (Figure 3).
Figure 3. A community built by members of a Minecraft server (see Kuhn & Stevens,
2017).
The key technological aspect teachers should consider when using MC:EE
is the lack of compatibility with the original Java-based Minecraft. After
218 Learning Technology Review
experiences for students. This open-world nature and flexibility could make
the original Minecraft an intimidating environment for teachers unfamiliar
with games.
MC:EE negotiates the flexibility of the original Minecraft and teacher
requests for more structure within the game to limited success by providing
more educator tools baked directly into the game. The server commands and
operations of the original Minecraft are overhauled for MC:EE and given a
new graphical user interface (Figure 4) via MC:EE Classroom Mode.
Figure 4. Teachers can alter game worlds, track players, and run chat channels from
the new MC:EE Classroom Mode.
Conclusion
When anchored in constructivist learning principles, Minecraft can be an effec-
tive tool for language acquisition and practice. The game’s open-ended nature
and collaborative approaches foster student communication and context-based
language use. The game does require significant planning and design on the
teacher’s part in order to be used effectively in class. However, should teachers be
willing to invest the time and creativity into designing lessons that take advan-
tage of Minecraft’s open-world features, it can be a dynamic tool for student-
centered learning.
222 Learning Technology Review
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Learning Technology Review 223
Producer Details
Mojang/Microsoft Studios
Twitter: @mojang
education.minecraft.net
Reviewer Information
Jeff Kuhn recently earned his Ph.D. at Ohio University where he is research-
ing games and learning. His dissertation explored the distributed cognition and
collaborative problem solving of online gamers. He has served as both a steer-
ing committee member for the TESOL CALL-IS and as co-chair of the CALICO
Gaming SIG. An avid Minecraft player, Jeff has worked with teachers on using
games in the classroom in the United States, Brazil, Russia, Venezuela, and the
Czech Republic.
Learner Autonomy
and Web 2.0
Edited by Marco Cappellini, Tim Lewis
and Annick Rivens Mompean
Learner Autonomy and Web 2.0 explores
tensions between ‘classical’ definitions of learner
autonomy and the learning dynamics observed in
online contexts. Autonomy is viewed as emerging
and developing in a complex relationship with
L2 proficiency and other competencies. A wide
diversity of environments is featured, ranging
from adaptive learning systems, through mobile
apps, to social networking sites and – almost
inevitably – MOOCs. Paradoxically, autonomy
appears to flourish in some tightly restrictive
contexts, while users of avowedly open platforms
are seen to experience difficulty in learning to
self-regulate.
David Little and Steve Thorne set the stage with
a discussion exploring the evolution of language
learner autonomy, from its origins in the era of
self-access resource centers to its more recent
instantiations in online (and offline) learning
communities. Other contributors explore how autonomy can be exercised within adaptive
learning systems, how adult learners in a teletandem exchange envisage metacognitive
competences, how mobile apps support the emergence of autonomy among primary
level language learners, and how collaborative language learners, using social media,
demonstrate learner autonomy with an empathetic dimension. Finally, two chapters chart
the challenges faced by autonomous learners in unsupported environments, whether on
MOOC platforms, or using informal means.
2017 242pp 234 x 156mm
pb ISBN 9781781795972 £19.99 / $24.95
eBook ISBN 9781781795989
Order online
www.equinoxpub.com/books/isbn/9781781795989
Order online
www.equinoxpub.com/books/isbn/9781781797020