{"title":"From Blocks to Artefacts: Exploring the Potential of Minecraft Education Edition in Archaeological Pedagogy","authors":"Joaquín Jiménez-Puerto, Gianni Gallello","doi":"10.1111/jcal.70054","DOIUrl":null,"url":null,"abstract":"<div>\n \n \n <section>\n \n <h3> Background</h3>\n \n <p>In the dynamic landscape of higher education, innovation through gamification has emerged as a successful approach to enhance student learning and motivation. Archaeological studies have particularly benefited from innovative pedagogy, as traditional teaching methods often struggle to engage younger generations.</p>\n </section>\n \n <section>\n \n <h3> Aims</h3>\n \n <p>To evaluate the effectiveness of Minecraft Education Edition (MEE) in teaching archaeological stratigraphy principles to History students, particularly when traditional fieldwork is not feasible.</p>\n </section>\n \n <section>\n \n <h3> Sample</h3>\n \n <p>Third-year History students (<i>n</i> = 74) at the University of Valencia (Spain), participating in the “Recent Universal Prehistory” course.</p>\n </section>\n \n <section>\n \n <h3> Method</h3>\n \n <p>A mixed-methods approach implementing both traditional teaching and MEE-based instruction. Student learning was assessed through pre-test, inter-test, and post-test evaluations, complemented by qualitative feedback analysis.</p>\n </section>\n \n <section>\n \n <h3> Results</h3>\n \n <p>Implementation of MEE demonstrated significant improvement in students' understanding of stratigraphic principles. The integration of technology and immersive experiences effectively bridged the gap between theory and practise, providing an interactive and experiential learning environment.</p>\n </section>\n \n <section>\n \n <h3> Conclusions</h3>\n \n <p>MEE proves to be an effective educational tool for teaching archaeological stratigraphy, particularly valuable when traditional fieldwork is not feasible. This innovative approach revitalises the teaching of crucial archaeological skills while providing a more engaging learning experience.</p>\n </section>\n </div>","PeriodicalId":48071,"journal":{"name":"Journal of Computer Assisted Learning","volume":"41 3","pages":""},"PeriodicalIF":5.1000,"publicationDate":"2025-05-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://onlinelibrary.wiley.com/doi/epdf/10.1111/jcal.70054","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Journal of Computer Assisted Learning","FirstCategoryId":"95","ListUrlMain":"https://onlinelibrary.wiley.com/doi/10.1111/jcal.70054","RegionNum":2,"RegionCategory":"教育学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q1","JCRName":"EDUCATION & EDUCATIONAL RESEARCH","Score":null,"Total":0}
引用次数: 0
Abstract
Background
In the dynamic landscape of higher education, innovation through gamification has emerged as a successful approach to enhance student learning and motivation. Archaeological studies have particularly benefited from innovative pedagogy, as traditional teaching methods often struggle to engage younger generations.
Aims
To evaluate the effectiveness of Minecraft Education Edition (MEE) in teaching archaeological stratigraphy principles to History students, particularly when traditional fieldwork is not feasible.
Sample
Third-year History students (n = 74) at the University of Valencia (Spain), participating in the “Recent Universal Prehistory” course.
Method
A mixed-methods approach implementing both traditional teaching and MEE-based instruction. Student learning was assessed through pre-test, inter-test, and post-test evaluations, complemented by qualitative feedback analysis.
Results
Implementation of MEE demonstrated significant improvement in students' understanding of stratigraphic principles. The integration of technology and immersive experiences effectively bridged the gap between theory and practise, providing an interactive and experiential learning environment.
Conclusions
MEE proves to be an effective educational tool for teaching archaeological stratigraphy, particularly valuable when traditional fieldwork is not feasible. This innovative approach revitalises the teaching of crucial archaeological skills while providing a more engaging learning experience.
在高等教育的动态环境中,通过游戏化进行创新已经成为提高学生学习和动力的成功方法。考古研究尤其受益于创新的教学方法,因为传统的教学方法往往难以吸引年轻一代。目的评估《我的世界》教育版(MEE)在向历史系学生教授考古地层学原理方面的有效性,特别是在传统的实地考察不可行的情况下。西班牙瓦伦西亚大学(University of Valencia)三年级历史系学生(n = 74),他们参加了“近期普遍史前史”课程。方法采用传统教学与机电一体化教学相结合的方法。通过测试前、测试间和测试后的评估来评估学生的学习情况,并辅以定性反馈分析。结果实施MEE能显著提高学生对地层学原理的理解。技术和沉浸式体验的融合有效地弥合了理论与实践之间的差距,提供了一个互动和体验式的学习环境。结论MEE是一种有效的考古地层学教学工具,特别是在传统的实地考察不可行的情况下。这种创新的方法重振了重要考古技能的教学,同时提供了更有吸引力的学习体验。
期刊介绍:
The Journal of Computer Assisted Learning is an international peer-reviewed journal which covers the whole range of uses of information and communication technology to support learning and knowledge exchange. It aims to provide a medium for communication among researchers as well as a channel linking researchers, practitioners, and policy makers. JCAL is also a rich source of material for master and PhD students in areas such as educational psychology, the learning sciences, instructional technology, instructional design, collaborative learning, intelligent learning systems, learning analytics, open, distance and networked learning, and educational evaluation and assessment. This is the case for formal (e.g., schools), non-formal (e.g., workplace learning) and informal learning (e.g., museums and libraries) situations and environments. Volumes often include one Special Issue which these provides readers with a broad and in-depth perspective on a specific topic. First published in 1985, JCAL continues to have the aim of making the outcomes of contemporary research and experience accessible. During this period there have been major technological advances offering new opportunities and approaches in the use of a wide range of technologies to support learning and knowledge transfer more generally. There is currently much emphasis on the use of network functionality and the challenges its appropriate uses pose to teachers/tutors working with students locally and at a distance. JCAL welcomes: -Empirical reports, single studies or programmatic series of studies on the use of computers and information technologies in learning and assessment -Critical and original meta-reviews of literature on the use of computers for learning -Empirical studies on the design and development of innovative technology-based systems for learning -Conceptual articles on issues relating to the Aims and Scope