Journal Screenshot

International Journal of Academic Research in Business and Social Sciences

Open Access Journal

ISSN: 2222-6990

Crafting STEM Lessons: A Systematic Literature Review on the Use of Minecraft in Education (2015-2024)

Nurshamshida Md Shamsudin, Siti Fairuz Dalim, Noor Azean Atan

http://dx.doi.org/10.6007/IJARBSS/v14-i10/23231

Open access

The integration of Minecraft Education Edition in STEM education has gained attention for its potential to enhance student engagement and learning through gamified, interactive experiences. However, the effective use of Minecraft as a learning tool often depends on teachers' technical proficiency, particularly their programming knowledge. This systematic literature review, conducted according to PRISMA guidelines, explores studies from 2015 to 2024 with a focus on the role of teacher training programs in supporting the use of Minecraft in STEM education. The review identifies key challenges related to teachers' lack of programming skills, analyzes the effectiveness of existing training programs, and provides recommendations for designing comprehensive professional development that can enable teachers to leverage Minecraft to its fullest potential in STEM lessons.

Adams, P., Dodd, D., & Ferguson, E. (2022). Minecraft and STEM: Integrating game-based learning into secondary education. Journal of Educational Technology, 29(2), 45-62.
Bos, B., Dunham, J., & Lockwood, T. (2022). Game-based learning and teacher readiness: Insights from Minecraft in middle school STEM education. Computers & Education Journal, 120(3), 75-85.
Dezuanni, M. (2018). Minecraft and children's digital making: Implications for media literacy education. Learning, Media and Technology, 43(3), 236-249.
Jensen, A. M., & Konradsen, F. (2018). A review of the use of Minecraft in education and research. Journal of Educational Technology & Society, 21(2), 45-53.
Johnson, M., Lee, K., & Campbell, T. (2021). Digital learning in STEM education: Case studies using Minecraft Education Edition. Journal of STEM Education Research, 25(4), 61-78.
Lu, S., Wang, H., & Yang, X. (2018). Promoting STEM learning through Minecraft: A case study of student experiences in Taiwan. International Journal of Game-Based Learning, 8(3), 21-37.
Nebel, S., Schneider, S., & Rey, G. D. (2020). The potential of Minecraft for STEM education: A systematic review of research from 2010 to 2020. Educational Technology & Society, 23(2), 37-49.
Schifter, C., & Cipollone, M. (2021). Understanding the role of teacher training in Minecraft’s adoption for STEM teaching. Interactive Learning Environments, 29(5), 1234-1248.
National Research Council. (2011). Successful K-12 STEM education: Identifying effective approaches in science, technology, engineering, and mathematics. National Academies Press.
Nebel, S., Schneider, S., & Rey, G. D. (2020). The potential of Minecraft for STEM education: A systematic review of research from 2010 to 2020. Educational Technology & Society, 23(2), 37-49.
Schifter, C., & Cipollone, M. (2021). Understanding the role of teacher training in Minecraft’s adoption for STEM teaching. Interactive Learning Environments, 29(5), 1234-1248.
Short, D. (2012). Teaching scientific concepts using a virtual world: Minecraft. Teaching Science, 58(3), 55-58.
Tablatin, C. L. S., Casano, J. D., & Rodrigo, M. M. T. (2023, March). Using Minecraft to cultivate student interest in STEM. In Frontiers in Education (Vol. 8, p. 1127984). Frontiers Media SA.
Tytler, R. (2014). STEM education for the 21st century. ACER Press.
Zhang, Y., Thompson, A., & Craig, M. (2021). Challenges and opportunities in Minecraft Education Edition for teaching programming and STEM. Journal of Learning Technologies, 19(1), 82-99.

Shamsudin, N. M., Dalim, S. F., & Atan, N. A. (2024). Crafting STEM Lessons: A Systematic Literature Review on the Use of Minecraft in Education (2015-2024). International Journal of Academic Research in Business and Social Sciences, 14(10), 2820–2827.