ERIC Number: ED668864
Record Type: Non-Journal
Publication Date: 2021
Pages: 229
Abstractor: As Provided
ISBN: 979-8-5355-5816-5
ISSN: N/A
EISSN: N/A
Available Date: 0000-00-00
Game-Based Learning to Motivate the Study of Economics and Raise Global Awareness: Minecraft in a Rural Secondary Social Studies Classroom
Christian D. Pirlet
ProQuest LLC, Ed.D. Dissertation, University of South Dakota
Social studies teachers are consistently looking for new avenues to motivate learners. To facilitate this process, simulations and roleplaying have garnered considerable attention. However, game-based simulations have received little consideration in social studies classrooms. Through game-based simulations, teachers can create sophisticated virtual environments to foster student decision-making, increased opportunities for relationship building, and connections between the virtual environment and the real world. Therefore, this study aims to determine the extent to which game-based learning, through "Minecraft: Education Edition," motivates high school students to study economics and to what extent it enhances their global awareness. This qualitative case study focused on the use of "Minecraft: Education Edition" to teach a nine-week economics course at a rural high school. Pre- and post-assessments provided the basis for determining changes in economic knowledge. Interviews, classroom observations, and documentation furnished insights into learner motivation to study economics and the enhancement of their global awareness. Data analysis focused on coding and theme formation to create cogent descriptions of student experiences. Several key findings regarding student motivation to study economics include: (a) the importance of role playing in enactive learning, (b) the power of freedom in the learning process, (c) the potency of social interaction, and (d) the necessity of context for game-based learning environments. Likewise, the study's findings demonstrate attributes pertaining to global awareness: (a) the ability for identity formation to promote cross-cultural understanding and trust in the international system while (b) student-formed analogies foster global responsibility. These findings suggest the potential use of game-based simulations in economic and global education. Furthermore, this study offers insights regarding the implementation of game-based simulations in secondary social studies classrooms. [The dissertation citations contained here are published with the permission of ProQuest LLC. Further reproduction is prohibited without permission. Copies of dissertations may be obtained by Telephone (800) 1-800-521-0600. Web page: http://www.proquest.com.bibliotheek.ehb.be/en-US/products/dissertations/individuals.shtml.]
Descriptors: Teaching Methods, Game Based Learning, Economics Education, Rural Schools, High School Students, Learning Motivation, Social Studies, Decision Making, Cultural Awareness, Role Playing, Computer Simulation, Student Attitudes, Computer Games, Learning Processes, Independent Study, Interpersonal Relationship
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Publication Type: Dissertations/Theses - Doctoral Dissertations
Education Level: High Schools; Secondary Education
Audience: N/A
Language: English
Sponsor: N/A
Authoring Institution: N/A
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Author Affiliations: N/A