Hi my name is Iram, I am 39 years old and I might have a little problem called Minecraft.
I blame Marianne Malmstrom’s (@knowclue) ISTE 2014 Session, Minecraft: Learning Blocks for pushing me over the edge.
Before this session I had no desire to actually play Minecraft. No matter how much my son begged me to, I just couldn’t do it. As I was thrown into the amazing ISTE 2014 experience, I thought I’d dabble in it and learn to play so I can connect with my students and my son. In no way did I see myself ever SERIOUSLY playing let alone ENJOYING it, but who wouldn’t want to try to create an amusement park with farm animal roller coasters, right?!!!
I’m currently on a husband sentenced Minecraft “break” (ahem, rehab)… I should be okay. As anything for adults and kids, it’s all about moderation folks!
Malmstrom hit me hard when she stated,
Minecraft isn’t the ultimate TEACHING tool, it’s the ultimate LEARNING tool.
Sometimes educators unintentionally can ruin a good thing by focussing on what they can make students do. As with any tech we need to be careful to remember that tech enhances learning by acting as yet another tool. It doesn’t magically teach curriculum and it doesn’t magically engage students. It needs to be thoughtfully integrated, but not necessarily integrated. It all depends on your students and their needs and learning styles.
In a recent blog post My Beef With the Gamification of Education, Bill Ferriter writes:
As most of you know, I’ve been arguing that technology DOESN’T motivate kids and that our goal SHOULDN’T be to engage learners for a long time… to suggest that students will only willingly embrace those skills when they are working through “exciting worlds full of monsters and magic juice” is a cop out for teachers and an insult to kids. Imagine how much more meaningful learning could be if kids were failing and planning and strategizing and sharing and collaborating with one another while trying to address a REAL problem facing REAL people in the REAL world?
As Howie Diblasi stated at another ISTE 2014 session I attended,
Gaming and simulations work well where kids can try new things. It’s a safe place to fail and persevere.
I believe that this is where Minecraft can play a role in schools. It provides a safe, non-judgemental outlet for students to learn and practice skills. From this point we can then step forward to link the skills learned from games to real life… to things that are actually going on in this world and to help students to step up and confidently play their part in changing the world.
I was inspired by Malmstrom to play Minecraft because I realized how important it is for everyone involved (teachers, parents and students) to have time to “play” before making judgements. It has been wonderful for my son and I to play together in a simulated world. We worked together to mine for resources to craft tools to survive. The 21st century skills of communication, collaboration, critical thinking and creating were working over time. We got to a point in our game playing to be able to have the rich, real conversations we had on our road trip.
I have learned that Minecraft has connected my own child to real life issues in this world and I plan to help him explore them beyond Minecraft. I also have learned that it has allowed us to connect more and become closer. It has been a winner in my life and I am excited to see what it will do for the students that I work with. Thank you Marianne Malmstrom and Howie DiBlassi for pushing me into seeing that there is more to gaming than meets the eye.