Thoughts from the first couple of weeks of #evomc2017, during which time I have largely stuck to playing alone. I have been taking the time to read up, relearn, reflect and experiment in the game. Being in the position of the casual gamer trying to improve his skills has given me the cause to think about what it means to learn something and these are my thoughts so far.
What do you do when you are struggling to get to grips with Minecraft? Most avid players would tell you to head to YouTube or Gamepedia but, as I relate in this post, I decided to go a bit more old school.
An insightful interview with James York, founder of Kotoba Miners, about how he uses Minecraft as a digital environment and online community for players wanting to learn Japanese. We also discuss his research into virtual worlds in language learning. This post originally appeared at http://eltsandbox.weebly.com/blog/elt-sandbox-interviews-james-york-kotoba-miners in April, 2016.
My first foray into the game world set up for this year's Minecraft EVO. It's a tale of relearning and reshaping.
My first day in Minecraft, like those of most others, did not end well. This post narrated the events of the that day and includes a quick lesson idea inviting our learners to do the same.
Interested in using Minecraft with your students? Worried that they will know more about the game than you? Unsure where to start? Then this lesson plan is exactly what you need! It suggests a series of activities designed to get the students to teach the teacher how to play the game. This post originally appeared at http://eltsandbox.weebly.com/blog/-learning-to-learn-with-minecraft-dgbl-elt-lesson-plan in April, 2016
Using video games in language education has become a hot topic it recent years, but it has a surprisingly long history. In this video, I discuss research, barriers and advances in game-based learning over the last thirty years and discuss why now is an exciting time for DGBL. This presentation is based on the following article: Dodgson, D (2016). Pixelated Circles: 30 years of game-based language learning. C&Ts (IATEFL YLTSIG Magazine) Special Pearl Jubilee Edition, pp 64-66