MUVE
I don't play a lot of games, but I have tried playing Minecraft. It's not something I understand or want to play, yet I can see a value for it. I haven't understood how Minecraft, with its simplicity of design and graphics, has become such a phenomenon, when, leading up to it, the focus has been on more and more sophisticated and realistic graphics.
However, I do see how the Minecraft obsession could be used to teach kids. They will see anything involving their favorite game as fun, but there are certainly elements that could be used, and the design elements can be astounding. Minecraft also has an education edition created just for that purpose.
Librarians can use MUVEs, gaming, and interactive technologies to teach students how to collaborate (as seen in the Minecraft education edition) and, I think more importantly, kind of trick students into learning through gaming. It's a little like the games I played in elementary school, like Yukon Trail. I was playing on the computer, so I was happy, but my parents could be happy, too, because that game was sneakily teaching me key elements of the California Gold Rush.
For example, a student may want to learn about cars. A library may have access to a simulation much like what Disney uses in their Test Track attraction, where a user can design a car, with each change affecting how efficient that car is in different ways. The student will enjoy designing a car, but will learn the elements of why a car has certain features.
However, I do see how the Minecraft obsession could be used to teach kids. They will see anything involving their favorite game as fun, but there are certainly elements that could be used, and the design elements can be astounding. Minecraft also has an education edition created just for that purpose.
Librarians can use MUVEs, gaming, and interactive technologies to teach students how to collaborate (as seen in the Minecraft education edition) and, I think more importantly, kind of trick students into learning through gaming. It's a little like the games I played in elementary school, like Yukon Trail. I was playing on the computer, so I was happy, but my parents could be happy, too, because that game was sneakily teaching me key elements of the California Gold Rush.
For example, a student may want to learn about cars. A library may have access to a simulation much like what Disney uses in their Test Track attraction, where a user can design a car, with each change affecting how efficient that car is in different ways. The student will enjoy designing a car, but will learn the elements of why a car has certain features.
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