Costruire il sapere un blocco alla volta: una revisione sistematica sul potenziale educativo di Minecraft nelle scuole
Contenuto principale dell'articolo
Abstract
Sommario L’integrazione delle tecnologie digitali nell’istruzione ha portato ad approcci pedagogici innovativi e il videogioco Minecraft è emerso come una piattaforma versatile per il game-based learning. Questa revisione sistematica esamina la letteratura recente sulle applicazioni educative di Minecraft in ambienti scolastici formali. Lo studio mira a valutare l’integrazione di Minecraft nei programmi scolastici, esplorandone i benefici, le sfide e le strategie di implementazione efficaci. È stata condotta una sintesi qualitativa di 18 articoli peer-reviewed pubblicati tra il 2019 e il 2024, che coprono diversi contesti educativi, dalla scuola dell’infanzia alla scuola secondaria di secondo grado, in varie discipline. I risultati indicano che gli interventi basati su Minecraft possono migliorare il pensiero spaziale, favorire la creatività, migliorare il coinvolgimento e rappresentare un valido strumento per l’insegnamento di concetti astratti. Tuttavia, un’implementazione di successo richiede un’attenta considerazione dell’allineamento del curriculum, delle metodologie di valutazione e della formazione degli insegnanti.
Dettagli dell'articolo

Questo volume è pubblicato con la licenza Creative Commons Attribuzione 4.0 Internazionale.
Gli autori che pubblicano su questa rivista accettano le seguenti condizioni:
- Gli autori mantengono i diritti sulla loro opera e cedono alla rivista il diritto di prima pubblicazione dell'opera, contemporaneamente licenziata sotto una Licenza Creative Commons CC BY 4.0 Attribution 4.0 International License.
- Gli autori possono aderire ad altri accordi di licenza non esclusiva per la distribuzione della versione dell'opera pubblicata (es. depositarla in un archivio istituzionale o pubblicarla in una monografia), a patto di indicare che la prima pubblicazione è avvenuta su questa rivista.
- Gli autori possono diffondere la loro opera online (es. in repository istituzionali o nel loro sito web) prima e durante il processo di submission, poiché può portare a scambi produttivi e aumentare le citazioni dell'opera pubblicata (Vedi The effect of Open Access).
Riferimenti bibliografici
All, A., Castellar, E. P. N., & Van Looy, J. (2016). Assessing the effectiveness of digital game-based learning: Best practices. Computers & Education, 92, 90–103. https://doi.org/10.1016/j.compedu.2015.10.007
Balnaves, K. (2021, September). That cute creeper just blew up my house: Lessons in resilience in Minecraft games. In European Conference on Games Based Learning (pp. 90–98). Academic Conferences International Limited. https://doi.org/10.34190/GBL.21.064
Bado, N. (2022). Game-based learning pedagogy: A review of the literature. Interactive Learning Environments, 30(5), 936–948. https://doi.org/10.1080/10494820.2019.1683587
Boyle, E. A., Hainey, T., Connolly, T. M., Gray, G., Earp, J., Ott, M., Lim, T., Ninaus, M., Ribeiro, C., & Pereira, J. (2016). An update to the systematic literature review of empirical evidence of the impacts and outcomes of computer games and serious games. Computers & Education, 94, 178–192. https://doi.org/10.1016/j.compedu.2015.11.003
Carbonell-Carrera, C., Jaeger, A. J., Saorín, J. L., Melián, D., & De la Torre-Cantero, J. (2021). Minecraft as a block building approach for developing spatial skills. Entertainment Computing, 38, Article 100427. https://doi.org/10.1016/j.entcom.2021.100427
Chang, Y. S., Wang, Y. Y., & Tsai, H. J. (2024). The metaverse in green building concept learning, creative design performance, and learning engagement. Sustainability, 16(14), Article 6264. https://doi.org/10.3390/su16146264
Čujdíková, M. (2019, October). Create Minecraft Fame, Save the World. In ECGBL 2019 13th European Conference on Game-Based Learning (p. 182). Academic Conferences and Publishing Limited. https://doi.org/10.34190/GBL.19.133
de Sena, C. C. R. G., & Jordão, B. G. F. (2021, December). Challenges in the teaching of cartography during the COVID-19 pandemic: Use of Minecraft in the remote classroom setting. In Proceedings of the ICA (Vol. 4, p. 99). Copernicus Publications. https://doi.org/10.5194/ica-proc-4-99-2021
Dichev, C., & Dicheva, D. (2017). Gamifying education: What is known, what is believed and what remains uncertain: A critical review. International Journal of Educational Technology in Higher Education, 14, Article 9. https://doi.org/10.1186/s41239-017-0042-5
Duncan, S. C. (2011). Minecraft, beyond construction and survival. Well Played, 1(1), 1–22.
Ferdig, R. E., Baumgartner, E., Hartshorne, R., Kaplan-Rakowski, R., & Mouza, C. (Eds.). (2020). Teaching, technology, and teacher education during the COVID-19 pandemic: Stories from the field. Association for the Advancement of Computing in Education.
Fogel, A., De Sousa, D., Padrão, P., & Azevedo, J. (2021, September). Failures in game-based learning experiences sometimes win. In European Conference on Games Based Learning (pp. 203–XV). Academic Conferences International Limited. https://doi.org/10.34190/GBL.21.080
Hewett, K. J., Zeng, G., & Pletcher, B. C. (2020). The acquisition of 21st-century skills through video games: Minecraft design process models and their web of class roles. Simulation & Gaming, 51(3), 336–364. https://doi.org/10.1177/1046878120904976
Ivanov, S., & Yordanov, B. (2024). Application of Minecraft: Education in mathematics and CMIT classes, examples and practices. In CSEDU (2) (pp. 517–524). https://doi.org/10.5220/0012616900003693
Jensen, E. O., & Hanghøj, T. (2020). What’s the math in Minecraft? A design-based study of students’ perspectives and mathematical experiences across game and school domains. Electronic Journal of e-Learning, 18(3), 261–274. https://doi.org/10.34190/EJEL.20.18.3.005
Kane, I., Pham, C. T., Lewis, A. W., & Miller, V. (2019, April). Escape from the Python’s Den: An educational game for teaching programming to younger students. In Proceedings of the 2019 ACM Southeast Conference (pp. 279–280). https://doi.org/10.1145/3299815.3314477
Kuhn, J. (2018). Minecraft: Education Edition. Calico Journal, 35(2), 214–223. https://doi.org/10.1558/cj.34600
Lameras, P., Arnab, S., Dunwell, I., Stewart, C., Clarke, S., & Petridis, P. (2017). Essential features of serious games design in higher education: Linking learning attributes to game mechanics. British Journal of Educational Technology, 48(4), 972–994. https://doi.org/10.1111/bjet.12467
Landis, J. R. (1977). The measurement of observer agreement for categorical data. Biometrics, 33, 159–174.
Lane, H. C., & Yi, S. (2017). Playing with virtual blocks: Minecraft as a learning environment for practice and research. In F. C. Blumberg & P. J. Brooks (Eds.), Cognitive development in digital contexts (pp. 145–166). Academic Press. https://doi.org/10.1016/B978-0-12-809481-5.00007-9
MacLeod, K., Reid, A. J., Donald, I., & Smith, K. (2021, September). CumbraeCraft: A virtual environment for teaching cultural heritage to primary schoolchildren. In 15th European Conference on Game Based Learning (pp. 499–508). Academic Conferences International. https://doi.org/10.34190/GBL.21.075
Mayer, R. E., & Johnson, C. I. (2010). Adding instructional features that promote learning in a game-like environment. Journal of Educational Computing Research, 42(3), 241–265. https://doi.org/10.2190/EC.42.3.a
Näykki, P., Laru, J., Vuopala, E., Siklander, P., & Järvelä, S. (2019, November). Affective learning in digital education—Case studies of social networking systems, games for learning, and digital fabrication. In Frontiers in Education (Vol. 4, p. 128). Frontiers Media SA. https://doi.org/10.3389/feduc.2019.00128
Nebel, S., Schneider, S., & Rey, G. D. (2016). Mining learning and crafting scientific experiments: A literature review on the use of Minecraft in education and research. Journal of Educational Technology & Society, 19(2), 355–366.
Nkadimeng, M., & Ankiewicz, P. (2022). The affordances of Minecraft Education as a game-based learning tool for atomic structure in junior high school science education. Journal of Science Education and Technology, 31(5), 605–620. https://doi.org/10.1007/s10956-022-09981-0
Opmeer, M., Faber, A., Dias, E., & Scholten, H. (2019). Using computer games to mitigate disaffected emotions in the geography classroom: Lessons learned from small-scale research on teaching sustainable spatial planning with Minecraft. In R. de Miguel González, K. Donert, & K. Koutsopoulos (Eds.), Geospatial technologies in geography education (pp. 115–130). Springer. https://doi.org/10.1007/978-3-030-17783-6_9
Plass, J. L., Homer, B. D., & Kinzer, C. K. (2015). Foundations of game-based learning. Educational Psychologist, 50(4), 258–283. https://doi.org/10.1080/00461520.2015.1122533
Plass, J. L., Mayer, R. E., & Homer, B. D. (Eds.). (2020). Handbook of game-based learning. MIT Press.
Prensky, M. (2001). Digital game-based learning. McGraw-Hill.
Qian, M., & Clark, K. R. (2016). Game-based learning and 21st century skills: A review of recent research. Computers in Human Behavior, 63, 50–58. https://doi.org/10.1016/j.chb.2016.05.023
Rapanta, C., Botturi, L., Goodyear, P., Guàrdia, L., & Koole, M. (2020). Online university teaching during and after the COVID-19 crisis: Refocusing teacher presence and learning activity. Postdigital Science and Education, 2, 923–945. https://doi.org/10.1007/s42438-020-00155-y
Selwyn, N., Hillman, T., Eynon, R., Ferreira, G., Knox, J., Macgilchrist, F., & Sancho-Gil, J. M. (2020). What’s next for Ed-Tech? Critical hopes and concerns for the 2020s. Learning, Media and Technology, 45(1), 1–6. https://doi.org/10.1080/17439884.2020.1694945
Slattery, É. J., Butler, D., Marshall, K., Barrett, M., Hyland, N., O’Leary, M., & McAvinue, L. P. (2024). Effectiveness of a Minecraft Education intervention for improving spatial thinking in primary school children: A mixed methods two-level cluster randomised trial. Learning and Instruction, 94, Article 102003. https://doi.org/10.1016/j.learninstruc.2024.102003
Slattery, E. J., Butler, D., O’Leary, M., & Marshall, K. (2023a). Teachers’ experiences of using Minecraft Education in primary school: An Irish perspective. Irish Educational Studies, 1–20. https://doi.org/10.1080/03323315.2023.2185276
Slattery, E. J., Butler, D., O’Leary, M., & Marshall, K. (2023b). Primary school students’ experiences using Minecraft Education during a national project-based initiative: An Irish study. TechTrends, 1–13. https://doi.org/10.1007/s11528-023-00851-z
Stewart, J., Bleumers, L., & Van Looy, J. (2013). The potential of digital games for empowerment and social inclusion of groups at risk of social and economic exclusion: Evidence and opportunity for policy. https://doi.org/10.2791/88148
Subhash, S., & Cudney, E. A. (2018). Gamified learning in higher education: A systematic review of the literature. Computers in Human Behavior, 87, 192–206. https://doi.org/10.1016/j.chb.201
Sulaiman, M. K. A., Yasin, R. M., Halim, L., Arsad, N. M., & Samsudin, M. A. (2024). Empowering the next generation: Using Minecraft Education to teach solar photovoltaic concepts in secondary school. International Journal of Information and Education Technology, 14(7). https://doi.org/10.18178/ijiet.2024.14.7.2125
Thompson, C. (2016, April 14). The Minecraft generation. The New York Times Magazine. https://www.nytimes.com/2016/04/17/magazine/the-minecraft-generation.html
Tobias, S., Fletcher, J. D., & Wind, A. P. (2014). Game-based learning. In J. Spector, M. Merrill, J. Elen, & M. Bishop (Eds.), Handbook of research on educational communications and technology (pp. 485–503). Springer. https://doi.org/10.1007/978-1-4614-3185-5_38
Trilling, B., & Fadel, C. (2009). 21st century skills: Learning for life in our times. Jossey-Bass/Wiley.
Voštinár, P., & Dobrota, R. (2022, May). Minecraft as a tool for teaching online programming. In 2022 45th Jubilee International Convention on Information, Communication and Electronic Technology (MIPRO) (pp. 648–653). IEEE. https://doi.org/10.23919/MIPRO55190.2022.9803384
Williamson, B., Eynon, R., & Potter, J. (2020). Pandemic politics, pedagogies and practices: Digital technologies and distance education during the coronavirus emergency. Learning, Media and Technology, 45(2), 107–114. https://doi.org/10.1080/17439884.2020.1761641
Zainuddin, Z., Chu, S. K. W., Shujahat, M., & Perera, C. J. (2020). The impact of gamification on learning and instruction: A systematic review of empirical evidence. Educational Research Review, 30, Article 100326. https://doi.org/10.1016/j.edurev.2020.100326