Academic literature on the topic 'Minecraft'

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Journal articles on the topic "Minecraft"

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Alawajee, Omar, and Jonathan Delafield-Butt. "Minecraft in Education Benefits Learning and Social Engagement." International Journal of Game-Based Learning 11, no. 4 (2021): 19–56. http://dx.doi.org/10.4018/ijgbl.2021100102.

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Empirical evidence suggests game-based learning (GBL) as a potentially engaging form of contemporary learning. With the increase in the use of Minecraft, a sandbox computer game in open-world format, there has been a concurrent rise in the level of interest in investigating the role of Minecraft in social and academic learning. Minecraft is socially interactive, and its cooperative, rather than competitive, open-world gameplay suggests that it could be used for educational purposes. This paper presents a systematic review of all published peer-reviewed research and synthesises the evidence for
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Benyamin, Yarin, Argaman Mordoch, Shahaf Shperberg, Wiktor Piotrowski, and Roni Stern. "Crafting a Pogo Stick in Minecraft with Heuristic Search (Extended Abstract)." Proceedings of the International Symposium on Combinatorial Search 17 (June 1, 2024): 261–62. http://dx.doi.org/10.1609/socs.v17i1.31571.

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Minecraft is a widely popular video game renowned for its intricate environment. The game's open-ended design allows the creation of unique tasks and challenges for the agents, providing a broad spectrum for researchers to experiment with different AI techniques and applications. Indeed, various Minecraft tasks have been posed as an AI challenge. Most AI research on Minecraft focused on either applying Reinforcement Learning (RL) to solve the problem, learning an action model for planning, or modeling the problem for a domain-independent planner. In this work, we focus on the combinatorial sea
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Fauzan, Norsiah, Ahmad Sophian Shminan, Aquailla James Anak Binit, and . "The Effects of Minecraft Videogame On Creativity." International Journal of Engineering & Technology 7, no. 3.22 (2018): 42. http://dx.doi.org/10.14419/ijet.v7i3.22.17121.

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The aim of this research is find out the effects of minecraft videogames on creativity. Eight undergraduates were assigned to experimental group and control group for recording of the brainwaves while playing minecraft video games and other videos. The results showed that the average of brain waves from different sub-bands for Minecraft games is higher than other games. The dominant of delta waves at Fp1 & Fp2 showed that the subjects are paying high attention and improved their decision-making levels. High T3 & T4 on Alpha( Minecraft's)wave indicates that it stimulates the brain to ac
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de Andrade, Bruno, Alenka Poplin, and Ítalo Sousa de Sena. "Minecraft as a Tool for Engaging Children in Urban Planning: A Case Study in Tirol Town, Brazil." ISPRS International Journal of Geo-Information 9, no. 3 (2020): 170. http://dx.doi.org/10.3390/ijgi9030170.

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The purpose of this paper is to explore the potential of Minecraft’s game environment for urban planning with older and younger children in a public school in Tirol town, Brazil. Minecraft is employed as an innovative tool to tackle the present lack of engagement and involvement of key societal actors such as children and young people in urban planning. Thus, how can games support children to co-design their future city? Which heritage values do they represent graphically in the game environment? Geogames are games that provide a visualization of a real spatial context and in this study, Minec
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Balmford, William, and Hugh Davies. "Mobile Minecraft: Negotiated space and perceptions of play in Australian families." Mobile Media & Communication 8, no. 1 (2019): 3–21. http://dx.doi.org/10.1177/2050157918819614.

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This article argues that Minecraft played on mobile devices in Australian homes impacts the spaces and perceptions of play within those familial settings. Based on findings from the Games of Mobile Australian Research Council Project, we present examples of how mobile devices bring about particular scenarios of Minecraft play within the household and family dynamics. These scenarios include renegotiating household spaces through acts of mobile Minecraft play, the development of physical gesture rituals through mobile touchscreen interactions, and the complex negotiations involved in shared dev
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Maria, Maria, and Nur Hidayat. "Perancangan Layout 3D Asset Dalam Pembuatan Komik Strip Minecraft Menggunakan Blender." JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING 8, no. 1 (2024): 9–16. http://dx.doi.org/10.30871/jamn.v8i1.7203.

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Minecraft Hub atau dikenal dengan MCHub adalah salah satu divisi dari PT. Pallas Bukit Batukaras yang berfokus pada media game Minecraft. Tahun 2021 MCHub membuat komik strip Minecraft sebagai konten kolaborasi dan iklan tentang game Minecraft, namun berhenti produksi pada tahun 2022. Berdasarkan wawancara dengan manager project, MCHub ingin kembali membuat komik strip Minecraft dan mengembangkan inovasi dengan style 3D sesuai referensi di game Minecraft. Pembuatan komik melalui proses pra-produksi, produksi, dan pasca-produksi. Penelitian ini berfokus pada proses produksi tahapan layouting. A
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Cederqvist, Anne-Marie, and Maria Impedovo. "Minecraft as a Hybrid Boundary Object: Exploring Nature in Squares." Education Sciences 13, no. 9 (2023): 952. http://dx.doi.org/10.3390/educsci13090952.

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In this exploratory case study, we investigated children’s ways of experiencing virtual worlds, such as Minecraft, and how this may affect their understanding of nature, scientific phenomena, and sustainable development; that is to say, Minecraft was explored as a boundary object in children’s making activities with Minecraft. The research questions that guided the study are: In what ways may Minecraft act as a boundary object between children’s formal and informal learning about science and sustainable development? In what ways may Minecraft act as a boundary object when children build relati
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Lecordix, 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.

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The French national mapping agency, Institut national de l’information géographique et forestière (IGN), decided to develop a new web service, called Minecraft on Demand (www.ign.fr/Minecraft), designed to provide Minecraft maps from the geographic data that IGN produces. This free web service enables the user to select the center of the map and to get a Minecraft world of 5 km long and 5 km wide, at the scale 1 : 1. The player can easily input this map into Minecraft, the world’s most popular video game with 121 million copies sold.
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Riordan, 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.

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Minecraft is a first-person perspective video game in which players roam freely in a large three-dimensional environment. Players mine the landscape for minerals and use these minerals to create structures (e.g., houses) and mould the landscape. But can Minecraft be used to craft communities and minds? In this opinion piece, we highlight the enormous potential of Minecraft for fostering social connectedness, collaboration, and its potential as an educational tool. We highlight the recent use of Minecraft to aid socialization in individuals with Autistic Spectrum Disorder (ASD) and promote civi
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Schneier, Joel, and Nicholas Taylor. "Handcrafted gameworlds: Space-time biases in mobile Minecraft play." New Media & Society 20, no. 9 (2018): 3420–36. http://dx.doi.org/10.1177/1461444817749517.

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In 2011, Mojang released Minecraft Pocket Edition ( PE), a mobile version of their popular Minecraft franchise for Android and iOS devices that allows the infinitely blocky sandbox worlds to be manipulated directly through touchscreen interfaces. While the virtual worlds created by Minecraft players have drawn attention of various researchers, the configurations of play made possible by different gaming devices—particularly touchscreen devices—have been largely under-examined. Using Barad’s notion of apparatuses to conceptualize gaming interfaces as sites of intra-activity, our study reports o
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Dissertations / Theses on the topic "Minecraft"

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Tornberg, Simon. "Minecraft i klassrummet : En studie av Minecraft som undervisningsverktyg." Thesis, Luleå tekniska universitet, Pedagogik, språk och ämnesdidaktik, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-85809.

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Syftet med denna studie är att utveckla kunskap om hur lärare kan använda Minecraft i sin undervisning av teknikämnet för elever i årskurs fyra till sex. Utifrån detta syfte formulerades två forskningsfrågor, vilka är: vad inom Minecraft bidrar till elevernas förståelse för tekniska lösningar och vad ser lärare för möjligheter för elevernas lärande genom att jobba med Minecraft. Studien utgick ifrån ett elev-och lärarperspektiv. I studien har åtta elever från år fem deltagit samt tre lärare. En lektionsserie på tre lektioner genomfördes med eleverna där fokus var på att skapa tekniska lösninga
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Christianson, Linda. "Minecraft i förskolan - Ett utvecklingsarbete om Minecraft som undervisningsverktyg i förskolan." Thesis, Malmö universitet, Fakulteten för lärande och samhälle (LS), 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-30211.

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Syftet med detta utvecklingsarbete är att arbeta fram en metod för att använda Minecraft i förskolans undervisning. Utifrån ett sociokulturellt perspektiv utforskar jag de didaktiska möjligheterna i Minecraft tillsammans med barnen. Planeringen av aktiviteterna har utgått från förståelsen att lärande sker i interaktion med andra personer. Utvecklingsarbetet syftar till att stärka det gemensamma lärandet och samarbetet mellan barnen. Att uppmuntra andra pedagoger att ta steget till att använda digitala verktyg i arbetet med barn. I studien används en förenklad Learning Study-modell där arbetet
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Fridh, Marcus, and Fredrik Sy. "Settlement Generation in Minecraft." Thesis, Malmö universitet, Fakulteten för teknik och samhälle (TS), 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-20422.

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This paper explores graph grammar and constructive solutions for settlement generation in Minecraft. It uses graph grammar to flatten parts of the surface in order to increase the space for the buildings. Buildings are then generated with a constructive solution that follows a step-by-step model where different parts of the building are created in a certain order. Different parts include the shape of the foundation itself, the walls, the roof and the furniture. The algorithm picks which blocks to use on different parts of the house through an object called district palette. The buildings are d
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Koivisto, J. (Jussi). "Minecraft ohjelmointiympäristönä ohjelmoinnin alkeiden opetuksessa." Bachelor's thesis, University of Oulu, 2016. http://urn.fi/URN:NBN:fi:oulu-201610082920.

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Ohjelmointi on otettu osaksi pakollista perusopetusta ja sitä aletaan opettaa uusien perusopetuksen opetussuunnitelman perusteiden myötä vuonna 2016. Ohjelmointia on opetettu peruskouluissa aikaisemminkin, mutta opetusta vähennettiin runsaasti. Ohjelmointi oli vaikeaa eikä se kiinnostanut. Ohjelmointi ei ole juurikaan muuttunut, mutta ohjelmoinnin opetukseen tulee panostaa, ettei toisteta samoja virheitä kuin 80- ja 90-luvun ohjelmoinnin opetuksessa. Tietotekniikan kehittyessä erilaiset laitteet ja niillä pelattavat pelit ovat kasvattaneet suosiotaan. Yksi suosituimmista peleistä on tietokone
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Dang, Denny. "Minecraft i klassrummet : En kvalitativ studie om elevers och lärares upplevelser av Minecraft i undervisningen." Thesis, Linnéuniversitetet, Institutionen för utbildningsvetenskap (UV), 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-38761.

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The purpose of this study was to investigate pupils' and teachers' experiences of using the simulator computer game Minecraft in connection with the Swedish school competition Future City. The study examines how students (ages 14-15) and teachers have experienced the use of Minecraft, what the students have learned in relation to everyday education and the different forms of education during Future City and also examine which patterns that exists in the experiences of the students, with personal interest of and knowledge of Minecraft as a benchmark. The study was conducted through individual s
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Lautamo, A. (Anssi). "Minecraft opetusvälineenä:mitä opettajaopiskelijat oppivat oppimisympäristökurssin aikana." Master's thesis, University of Oulu, 2017. http://urn.fi/URN:NBN:fi:oulu-201706022449.

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Nykyaikainen maailma asettaa huomattavasti yleistyneen tieto- ja viestintäteknologian sekä pelaamisen suosion myötä opettajien eteen haasteita. Yhteiskunta odottaa, että opettajat osaavat yhdessä vanhempien kanssa kasvattaa lapsia ja opettaa heille tulevaisuudessa tarpeellisia taitoja. Tämän takia opettajien taitoja integroida teknologiaa ja pelaamista opetukseen tulisi kartoittaa ja parantaa jo opettajankoulutuksen aikana, jotta erityisesti asenteet niitä kohtaan paranisivat ennen kentälle siirtymistä. Tämä tapaustutkimus tehtiin keväällä 2016 Oulun yliopiston kasvatustieteiden tiedekunnassa
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Karlsson, Eva. "Barns bilder av staden : Minecraft, preferenser och lek." Thesis, Blekinge Tekniska Högskola, Institutionen för fysisk planering, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-1008.

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Barnperspektivet inom fysisk planering har fått större uppmärksamhet de senaste decennierna, och då barns åsikter om miljöer har visat sig vara viktiga men svåra för planerare att tolka testas ständigt nya dialogmetoder för att kommunicera med barn. De senaste åren har datorspelet Minecraft börjat användas för detta, där barnen själva får visualisera och gestalta sina stadsbilder. Detta innebär att tolkningen av dessa bilder sker senare i skaparprocessen än vid annan dialog, varvid frågor om huruvida Minecraft kan ge något nytt i barnperspektivet väcks, och hur tydligt barnens preferenser kan
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Bailey, Christopher James. "Investigating the lived experience of an after-school Minecraft club." Thesis, Sheffield Hallam University, 2017. http://shura.shu.ac.uk/15872/.

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This qualitative study seeks to explore and illuminate the lived experience of a group of ten and eleven year-old children, playing in and around the popular multiplayer, sandbox videogame, Minecraft, during a year-long after-school club. Drawing on the work of Deleuze and Guattari (1987) the research employs a playful and emergent methodology, referred to as ‘rhizomic ethnography’, which provides a suite of approaches as a means of exploring the complexity of the social world. This poststructuralist study also builds upon existing research around play, New Literacy Studies, new literacies, sp
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Tholén, Alfred. "Minecraft på fritidshemmet : Ett block i taget, vägen till gemensamt lärande." Thesis, Linnéuniversitetet, Institutionen för utbildningsvetenskap (UV), 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-65580.

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Syftet med utvecklingsarbetet är att erbjuda elever och pedagoger på fritidshemmet ett nytt arbetssätt med hjälp av spelet Minecraft. Det var 25 elever och två pedagoger som deltog i arbetet. I arbetet beskrivs inledningsvis datorspel och dess användning som ett pedagogiskt verktyg. Därefter presenteras Minecraft och en diskussion kring dess popularitet. Arbetet och den litteratur som använts analyseras utifrån det sociokulturella perspektivet, främst Vygotskijs teorier. Utvecklingsarbetet utfördes efter Kemmis och McTaggart’s version av Lewins aktionsforskninsmetod som bygger på tre steg. Min
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Colombo, Simone. "Computer-Mediated Communication as Situated Phenomenon in Massive Multiplayer Online Servers : A Minecraft-based investigation." Thesis, Umeå universitet, Institutionen för psykologi, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-185133.

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The present study investigated Computer-Mediated Communication (CMC) as situated phenomenonin Massive Multiplayer Online (MMO) servers. The popular videogame of Minecraft was chosen as a testbed to examine CMC within its simulated environment. Previous research on videogames explored CMC without considering the role of the server. This research suggests that the onlineserver represents an integral part of the digital environment, in which communication is situated. Data were collected from four servers that shared the same game play mode. A total of 11,658 chatmessages were collected and analy
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Books on the topic "Minecraft"

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Kim, Ostrow, Martinez Heather ill, and Nickelodeon (Firm), eds. minecraft. idiot, 20000.

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Hjorth, Larissa, Ingrid Richardson, Hugh Davies, and William Balmford. Exploring Minecraft. Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-59908-9.

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Paul, Soares, ed. Minecraft: Stridshandboken. Egmont Kids Media Nordic, 2014.

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editor, Milton Stephanie, Bolder Joe illustrator, and Cordner Theo illustrator, eds. Minecraft blockopedia. Scholastic Inc., 2015.

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Minecraft. Podrecznik podboju Minecrafta. Egmont, 2017.

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Tales, Tomb of. Minecraft : Diary of a Minecraft Legend Hunter: Minecraft Books For Kids, Minecraft Diaries, Minecraft Quests, A Minecraft Adventure, Fun Minecraft, Minecraft Kids. CreateSpace Independent Publishing Platform, 2015.

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Reeds, Kwick. Minecraft : Ultimate Minecraft Handbook: Master Minecraft Secrets. CreateSpace Independent Publishing Platform, 2015.

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Sullivan, Allan. Minecraft Survival Guide: All about Minecraft Tools for Every Novice Minecrafter. Independently Published, 2021.

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Minecraft: School of Minecraft. Terry Mayer, 2015.

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Minecraft Malbuch: Tolle Geschenk Für Minecrafter. Independently Published, 2020.

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Book chapters on the topic "Minecraft"

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Hjorth, Larissa, Ingrid Richardson, Hugh Davies, and William Balmford. "Playing During COVID-19." In Exploring Minecraft. Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-59908-9_8.

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Hjorth, Larissa, Ingrid Richardson, Hugh Davies, and William Balmford. "The Phenomenon." In Exploring Minecraft. Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-59908-9_1.

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Hjorth, Larissa, Ingrid Richardson, Hugh Davies, and William Balmford. "Exploring Play." In Exploring Minecraft. Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-59908-9_2.

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Hjorth, Larissa, Ingrid Richardson, Hugh Davies, and William Balmford. "Understanding Play." In Exploring Minecraft. Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-59908-9_3.

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Hjorth, Larissa, Ingrid Richardson, Hugh Davies, and William Balmford. "Play Practices and Modalities." In Exploring Minecraft. Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-59908-9_4.

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Hjorth, Larissa, Ingrid Richardson, Hugh Davies, and William Balmford. "Metagaming and Paratextual Play." In Exploring Minecraft. Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-59908-9_5.

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Hjorth, Larissa, Ingrid Richardson, Hugh Davies, and William Balmford. "Playing at Home." In Exploring Minecraft. Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-59908-9_6.

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Hjorth, Larissa, Ingrid Richardson, Hugh Davies, and William Balmford. "Games in Institutional Spaces." In Exploring Minecraft. Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-59908-9_7.

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Aarsand, Pål. "Drawing Minecraft." In The Routledge Handbook of Language and Youth Culture. Routledge, 2023. http://dx.doi.org/10.4324/9781003166849-28.

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Barbour, Kim. "Minecraft YouTubers." In Women and Persona Performance. Springer International Publishing, 2023. http://dx.doi.org/10.1007/978-3-031-33152-7_7.

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Conference papers on the topic "Minecraft"

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van der Staaij, Arthur, Mike Preuss, and Christoph Salge. "Terrain-adaptive PCGML in Minecraft." In 2024 IEEE Conference on Games (CoG). IEEE, 2024. http://dx.doi.org/10.1109/cog60054.2024.10645652.

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Chaturvedi, Akshay, Kate Thompson, and Nicholas Asher. "Nebula: A discourse aware Minecraft Builder." In Findings of the Association for Computational Linguistics: EMNLP 2024. Association for Computational Linguistics, 2024. http://dx.doi.org/10.18653/v1/2024.findings-emnlp.374.

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Hu, Shiying, Zengrong Huang, Chengpeng Hu, and Jialin Liu. "3D Building Generation in Minecraft via Large Language Models." In 2024 IEEE Conference on Games (CoG). IEEE, 2024. http://dx.doi.org/10.1109/cog60054.2024.10645539.

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Ringland, Kathryn E., LouAnne Boyd, Heather Faucett, Amanda L. L. Cullen, and Gillian R. Hayes. "Making in Minecraft." In IDC '17: Interaction Design and Children. ACM, 2017. http://dx.doi.org/10.1145/3078072.3079749.

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Sordi, Flavia Tatiane da Silva, and Serrame Borges Alia. "Desafios Virtuais, Habilidades Reais: O Potencial do Minecraft Education na Aprendizagem Profissional." In Workshop de Informática na Escola. Sociedade Brasileira de Computação - SBC, 2023. http://dx.doi.org/10.5753/wie.2023.234788.

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Este estudo avalia o impacto do Minecraft Education em cursos de Aprendizagem Profissional, analisando o envolvimento dos alunos em atitudes colaborativas, a eficácia da avaliação por competências e explorando o Minecraft como espaço de discussão e ação para o protagonismo do estudante. Foram selecionados três cursos: Supermercados, Serviços Administrativos e Vendas. O Modelo de Aceitação de Tecnologia (TAM) foi utilizado para entender a percepção de utilidade e facilidade de uso do Minecraft Education pelos alunos. Os resultados sugerem que o Minecraft Education é uma ferramenta útil e eficaz
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Valero, Mathieu, Raluca Diaconu, and Joaquin Keller. "Manycraft: Massively distributed minecraft." In 2013 12th Annual Workshop on Network and Systems Support for Games (NetGames). IEEE, 2013. http://dx.doi.org/10.1109/netgames.2013.6820616.

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Narayan-Chen, Anjali, Prashant Jayannavar, and Julia Hockenmaier. "Collaborative Dialogue in Minecraft." In Proceedings of the 57th Annual Meeting of the Association for Computational Linguistics. Association for Computational Linguistics, 2019. http://dx.doi.org/10.18653/v1/p19-1537.

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Huh, Yunho, Gregory Thomas Duarte, and Magda El Zarki. "MineBike: Exergaming with Minecraft." In 2018 IEEE 20th International Conference on e-Health Networking, Applications and Services (Healthcom). IEEE, 2018. http://dx.doi.org/10.1109/healthcom.2018.8531102.

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Loviska, Milan, Otto Krause, Herman A. Engelbrecht, et al. "Immersed gaming in Minecraft." In MMSys'16: Multimedia Systems Conference 2016. ACM, 2016. http://dx.doi.org/10.1145/2910017.2910632.

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Yoo, Kyungjin, Ryan Havel, and Nikhil Patel. "VR Minecraft for Art." In VRST '19: 25th ACM Symposium on Virtual Reality Software and Technology. ACM, 2019. http://dx.doi.org/10.1145/3359996.3365027.

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Reports on the topic "Minecraft"

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Fedorenko, Elena G., Nataliia V. Kaidan, Vladyslav Ye Velychko, and Vladimir N. Soloviev. Gamification when studying logical operators on the Minecraft EDU platform. [б. в.], 2021. http://dx.doi.org/10.31812/123456789/4624.

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Use of visual methods plays a significant role in learning. ICT allow us to create electronic educational resources in a new format and with new opportunities. The study of their didactic possibilities, forms and methods of their application is a topical issue. Simulation, virtualization, gamification requires new knowledge about their application, and therefore, the problem of training future teachers to use them is an urgent and important part of training. In this article modern achievements in the use of serious games in education were investigated and analyzed, the possibilities of using v
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Minecraft as Public Geoscience? Between new digital geographies and the data of dispossession. Royal Geographical Society (with IBG), 2025. https://doi.org/10.55203/zlor6610.

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