TY - JOUR
T1 - Triggering STEM Interest With Minecraft in a Hybrid Summer Camp
AU - Lane, H. Chad
AU - Gadbury, Matthew
AU - Ginger, Jeff
AU - Yi, Sherry
AU - Comins, Neil
AU - Henhapl, Jack
AU - Rivera-Rogers, Aidan
N1 - This material is based upon work supported by the National Science Foundation and Directorate for Education and Human Resources under Grants 1713609 and 1906873
PY - 2022
Y1 - 2022
N2 - We investigated the application of Minecraft in the context of both in-person and hybrid summer camps for informal science learning. Our work focuses on determining the ways in which digital game-based learning experiences can act as triggers of interest in science, technology, engineering, and mathematics. Campers were invited to explore simulations of hypothetical versions of Earth (e.g.,What if theMoon did not exist?), make observations of how these worlds are different from our own, and build habitats suitable for survival on these and other alien worlds. Multiple forms of data, including field notes, interviews, game log data, and in-game knowledge assessments, suggest that many different aspects of the game and informal learning contributed to interest development. In particular, learners were found to have their interest triggered by various in-game and contextual aspects of the learning experiences, such as instructional conversation, novelty, ownership, and challenge. These interest triggers remained constant across in-person and remote camp settings with no consistent differences emerging between the two settings.
AB - We investigated the application of Minecraft in the context of both in-person and hybrid summer camps for informal science learning. Our work focuses on determining the ways in which digital game-based learning experiences can act as triggers of interest in science, technology, engineering, and mathematics. Campers were invited to explore simulations of hypothetical versions of Earth (e.g.,What if theMoon did not exist?), make observations of how these worlds are different from our own, and build habitats suitable for survival on these and other alien worlds. Multiple forms of data, including field notes, interviews, game log data, and in-game knowledge assessments, suggest that many different aspects of the game and informal learning contributed to interest development. In particular, learners were found to have their interest triggered by various in-game and contextual aspects of the learning experiences, such as instructional conversation, novelty, ownership, and challenge. These interest triggers remained constant across in-person and remote camp settings with no consistent differences emerging between the two settings.
KW - educational games
KW - engagement
KW - informal science learning
KW - interest development
KW - interest triggering
UR - http://www.scopus.com/inward/record.url?scp=85152007576&partnerID=8YFLogxK
UR - http://www.scopus.com/inward/citedby.url?scp=85152007576&partnerID=8YFLogxK
U2 - 10.1037/tmb0000077
DO - 10.1037/tmb0000077
M3 - Article
AN - SCOPUS:85152007576
SN - 2689-0208
VL - 3
JO - Technology, Mind, and Behavior
JF - Technology, Mind, and Behavior
IS - 4
ER -