{"title":"《我的世界》与教育中的编码:游戏化效应概述","authors":"Massimiliano Minaudo","doi":"10.15406/IRATJ.2020.06.00198","DOIUrl":null,"url":null,"abstract":"A noteworthy phenomenon is the appearance of interactive activities with games rooted in math and then also in other disciplines. Digital game-based learning (DGBL) and gamification, however, require different strategies: in the first case, there is a balance between in-class lessons and educational game play, in the second, the purpose is taking elements from games and adding them to lessons. These factors have determined the current success of Minecraft Education Edition up to the challenge between schools with positive results that can be observed online thanks to the sharing and synergistic work of educators and mentors (including myself with direct experiments to become part of this group as mentor for Italy) (Figure 1).","PeriodicalId":54943,"journal":{"name":"International Journal of Robotics & Automation","volume":"17 1","pages":""},"PeriodicalIF":0.8000,"publicationDate":"2020-02-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"Minecraft and coding in education: an overview of effect of gamification\",\"authors\":\"Massimiliano Minaudo\",\"doi\":\"10.15406/IRATJ.2020.06.00198\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"A noteworthy phenomenon is the appearance of interactive activities with games rooted in math and then also in other disciplines. Digital game-based learning (DGBL) and gamification, however, require different strategies: in the first case, there is a balance between in-class lessons and educational game play, in the second, the purpose is taking elements from games and adding them to lessons. These factors have determined the current success of Minecraft Education Edition up to the challenge between schools with positive results that can be observed online thanks to the sharing and synergistic work of educators and mentors (including myself with direct experiments to become part of this group as mentor for Italy) (Figure 1).\",\"PeriodicalId\":54943,\"journal\":{\"name\":\"International Journal of Robotics & Automation\",\"volume\":\"17 1\",\"pages\":\"\"},\"PeriodicalIF\":0.8000,\"publicationDate\":\"2020-02-19\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"International Journal of Robotics & Automation\",\"FirstCategoryId\":\"94\",\"ListUrlMain\":\"https://doi.org/10.15406/IRATJ.2020.06.00198\",\"RegionNum\":4,\"RegionCategory\":\"计算机科学\",\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"Q4\",\"JCRName\":\"AUTOMATION & CONTROL SYSTEMS\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"International Journal of Robotics & Automation","FirstCategoryId":"94","ListUrlMain":"https://doi.org/10.15406/IRATJ.2020.06.00198","RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q4","JCRName":"AUTOMATION & CONTROL SYSTEMS","Score":null,"Total":0}
Minecraft and coding in education: an overview of effect of gamification
A noteworthy phenomenon is the appearance of interactive activities with games rooted in math and then also in other disciplines. Digital game-based learning (DGBL) and gamification, however, require different strategies: in the first case, there is a balance between in-class lessons and educational game play, in the second, the purpose is taking elements from games and adding them to lessons. These factors have determined the current success of Minecraft Education Edition up to the challenge between schools with positive results that can be observed online thanks to the sharing and synergistic work of educators and mentors (including myself with direct experiments to become part of this group as mentor for Italy) (Figure 1).
期刊介绍:
First published in 1986, the International Journal of Robotics and Automation was one of the inaugural publications in the field of robotics. This journal covers contemporary developments in theory, design, and applications focused on all areas of robotics and automation systems, including new methods of machine learning, pattern recognition, biologically inspired evolutionary algorithms, fuzzy and neural networks in robotics and automation systems, computer vision, autonomous robots, human-robot interaction, microrobotics, medical robotics, mobile robots, biomechantronic systems, autonomous design of robotic systems, sensors, communication, and signal processing.