Academic literature on the topic 'Minecraft (Video game)'
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Journal articles on the topic "Minecraft (Video game)"
Laritskaia, Maria Germanovna. "The aesthetics of visual style, fulfillment of creative need for games, and use of games for educational purposes on the example of Minecraft." Культура и искусство, no. 5 (May 2021): 1–11. http://dx.doi.org/10.7256/2454-0625.2021.5.35591.
Full textLi, Juan. "Video games in classrooms: an interview with Zack Gilbert." On the Horizon 24, no. 3 (August 8, 2016): 205–9. http://dx.doi.org/10.1108/oth-03-2016-0009.
Full textSimon, Bart, and Darren Wershler. "Childhood’s End (or, We Have Never Been Modern, Except in Minecraft)." Cultural Politics 14, no. 3 (November 1, 2018): 289–303. http://dx.doi.org/10.1215/17432197-7093310.
Full textHewett, Katherine J. E., Guang Zeng, and Bethanie C. Pletcher. "The Acquisition of 21st-Century Skills Through Video Games: Minecraft Design Process Models and Their Web of Class Roles." Simulation & Gaming 51, no. 3 (February 16, 2020): 336–64. http://dx.doi.org/10.1177/1046878120904976.
Full textLecordix, François, David Fremont, Moez Jilani, Emmanuel Séguin, and Sofiane Kriat. "Minecraft® on Demand – A new IGN service which combines game and 3D cartography." Proceedings of the ICA 1 (May 16, 2018): 1–5. http://dx.doi.org/10.5194/ica-proc-1-65-2018.
Full textMather, Lisa Ward, and Pamela Robinson. "Civic Crafting in Urban Planning Public Consultation." International Journal of E-Planning Research 5, no. 3 (July 2016): 42–58. http://dx.doi.org/10.4018/ijepr.2016070104.
Full textRiordan, Benjamin C., and Damian Scarf. "Crafting minds and communities with Minecraft." F1000Research 5 (January 9, 2017): 2339. http://dx.doi.org/10.12688/f1000research.9625.2.
Full textRiordan, Benjamin C., and Damian Scarf. "Crafting minds and communities with Minecraft." F1000Research 5 (September 19, 2016): 2339. http://dx.doi.org/10.12688/f1000research.9625.1.
Full textZaworska-Nikoniuk, Dorota. "Edukacyjne walory gry "Minecraft". Analiza narracji uczniów i edukatorów." Problemy Wczesnej Edukacji 48, no. 1 (March 31, 2020): 110–21. http://dx.doi.org/10.26881/pwe.2020.48.10.
Full textWu. "Video Game Prosumers: Case Study of a Minecraft Affinity Space." Visual Arts Research 42, no. 1 (2016): 22. http://dx.doi.org/10.5406/visuartsrese.42.1.0022.
Full textDissertations / Theses on the topic "Minecraft (Video game)"
Hewett, Katherine Joan Evelyn. "The Minecraft project| Predictors for academic success and 21st century skills gamers are learning through video game experiences." Thesis, Texas A&M University - Corpus Christi, 2017. http://pqdtopen.proquest.com/#viewpdf?dispub=10243481.
Full textVideo games are more than just entertainment. In fact, video games like Minecraft develop “Four Cs” skills in young gamers. These 21st century skills include critical thinking, creativity, communication, and collaboration (National Education Association, 2010) and are considered essential skills for future employment by workforce executives (Sardone & Delvin-Scherer, 2010). This study explores predictors of academic success and the 21st century skills gamers are learning through video game experiences.
This sequential mixed model study analyzed descriptive data to explore the video game experiences of 3D Modeling and Animation students enrolled at a South Texas area high school. The study analyzed data collected from 66 quantitative subjects and 4 qualitative participants. Three classes engaged in four weeks of gameplay to complete a modeling project in Minecraft . Data was collected during both phases of the project study through survey and case study methods.
The findings revealed that the Group Project Grades were heavily skewed indicating a significance that prior gaming experience affected the students’ academic performance. The significance was supported by the unexpected high frequency of perfect scores (65%) and the high concentration of experienced gamers. Over half (54%) reported to have played video games for over 10 years. It was also noted that gender was statistically significant with Class Rank. Females had higher class ranks overall then the males. The qualitative data analysis led to the development of five major findings: 1.) The Strategist: Accomplishing the Mission, 2.) The Creator: The Art of Gameplay, 3.) The Communicator: Building Relationships and Communities, 4.) The Hero: To Be the Hero of a Great Adventure, and 5.) I am an “Elite”: A Digital Native. These major findings represent trends of the gaming phenomenon, gamer traits, and 21st century skills learned through playing video games.
The findings for this study have implications on teachers’ perspectives and attitudes toward video game integration. Recommendations for future research include a longitudinal study with the four participants to provide a better understanding of applied 21st century skills over time, a content analysis of various video games, and a mixed model study exploring the reading habits, literacy skills, and genre interests of gamers.
Roberts-Woychesin, Jami. "Understanding 3-D Spaces Through Game-based Learning: a Case Study of Knowledge Acquisition Through Problem-based Learning in Minecraft." Thesis, University of North Texas, 2015. https://digital.library.unt.edu/ark:/67531/metadc804920/.
Full textBebbington, Sandra. "A Case Study of the Use of the Game Minecraft and Its Affinity Spaces for Information Literacy Development in Teen Gamers." Thesis, Université d'Ottawa / University of Ottawa, 2014. http://hdl.handle.net/10393/31699.
Full textCipollone, Maria. "Motivation to Mine: An Analysis of the Motivation for Extended Video Game Play among Preadolescents in a Physical Learning Environment." Diss., Temple University Libraries, 2015. http://cdm16002.contentdm.oclc.org/cdm/ref/collection/p245801coll10/id/352314.
Full textPh.D.
The relationship between video games and learning is a topic of interest for academic fields. But how can a voluntary activity, like playing video games, motivate students to be academically productive? This dissertation used the popular video game, Minecraft, to measure the intrinsic motivation of 7th and 8th grade students in mathematics class, using a Self-Determination Theory (SDT) framework. The results demonstrated that intrinsic motivation remained at high levels, as long as students are competent in game controls and were relatively free to do what they wanted within the general guidelines in the video game environment. Second, the role of social presence contributed to immersion in the video game environment and played a role in the continued motivation to play. Third, although there was no impact on rote measures of learning, such as memorizing vocabulary definitions, the Minecraft video game environment affected students’ ability to problem solve, as was evidenced by pre- and post-tests of rote and conceptual learning.
Temple University--Theses
Kolář, Jakub. "Návrh mobilní aplikace pro správu serveru." Master's thesis, Vysoká škola ekonomická v Praze, 2015. http://www.nusl.cz/ntk/nusl-202096.
Full textCox, Raymond Taylor. "Mathematical Modeling of Minecraft – Using Mathematics to Model the Gameplay of Video Games." The Ohio State University, 2015. http://rave.ohiolink.edu/etdc/view?acc_num=osu1431009469.
Full textHansson, Mikael, and Stefan Karlsson. "A Matter of Perspective : A Qualitative study of Player-presence in First-person Video Games." Thesis, Umeå universitet, Institutionen för informatik, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-121058.
Full textBooks on the topic "Minecraft (Video game)"
Minecraft: The ultimate player's guide to Minecraft. [Place of publication not identified]: Ultimate App Guidebooks, 2013.
Find full texteditor, Milton Stephanie, Bolder Joe illustrator, and Cordner Theo illustrator, eds. Minecraft blockopedia. New York, NY: Scholastic Inc., 2015.
Find full textGuidebooks, Ultimate App. Minecraft survival: The ultimate players guide to surviving in Minecraft. [Place of publication not identified]: Ultimate App Guide Books, 2014.
Find full textauthor, Davies Marsh, Jones Owen author, and Marsh Ryan ill, eds. Minecraft: Guide to exploration. New York: Random House Publishing Group, 2017.
Find full textSoares, Paul (Writer on computer games), author, ill, Maron, Jordan, 1992- author, ill, Bolder Joe ill, Burlinson James ill, and Glynn Steffan ill, eds. Minecraft: Essential handbook. New York: Scholastic, Incorporated, 2015.
Find full textMinecraft: Amazing tips, tricks, glitches, and secrets that will help you master Minecraft. San Bernardino, CA: Minecraft Books, 2014.
Find full textBook chapters on the topic "Minecraft (Video game)"
Ward Mather, Lisa, and Pamela Robinson. "Durable Civic Technology." In Citizen-Responsive Urban E-Planning, 252–81. IGI Global, 2020. http://dx.doi.org/10.4018/978-1-7998-4018-3.ch010.
Full textYi, Sherry. "Beyond Button Smashing." In Educational Technology and Resources for Synchronous Learning in Higher Education, 188–210. IGI Global, 2019. http://dx.doi.org/10.4018/978-1-5225-7567-2.ch010.
Full textMather, Lisa Ward, and Pamela Robinson. "Civic Crafting in Urban Planning Public Consultation." In Smart Cities and Smart Spaces, 1052–70. IGI Global, 2019. http://dx.doi.org/10.4018/978-1-5225-7030-1.ch048.
Full textChaboud, Mathieu-Claude. "How Do the Crowdfunders Judge the Crowdfunded?" In Crowdsourcing, 1026–55. IGI Global, 2019. http://dx.doi.org/10.4018/978-1-5225-8362-2.ch051.
Full textChaboud, Mathieu-Claude. "How do the Crowdfunders Judge the Crowdfunded?" In Advances in Business Strategy and Competitive Advantage, 78–107. IGI Global, 2016. http://dx.doi.org/10.4018/978-1-4666-9604-4.ch004.
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