ENGLISH LANGUAGE TEACHING ADVENTURES IN MINECRAFT
▶Summary
Social distancing impacted children's education, especially STEM and ELT subjects, which lost the benefits of classroom collaboration. The need for engaging remote learning solutions was paramount...
▶Objectives
The project aimed to leverage Minecraft's educational potential to promote Problem-Based Learning (PBL) in English Language Teaching (ELT). The objective was to equip ELT instructors with the tools to administer remote PBL experiences, ensuring students continued to benefit from collaborative problem-solving. The project was meant to provide teachers with concrete resources for remote ELT via Minecraft, creating a complete solution. A mechanism was developed to collect instructors' views and learners' experiences, providing insights into PBL in ELT. The project was designed to educate teachers on remote PBL ELT experiences, benefiting instructors and language schools. They were to became familiar with modern learning environments, enhancing their competitiveness. A Minecraft world was to be created as a proof of concept, demonstrating the feasibility of the project's results. The project was planned to enhance exploring language teaching within the engaging and creative context offered by Minecraft, where children already spend significant time.
▶Activities
The project implemented a range of activities to promote Problem-Based Learning (PBL) in English Language Teaching (ELT) through Minecraft. We developed methods for delivering PBL experiences and designed a custom Minecraft world for ELT challenges. The project provided a complete game scenario, including non-player characters, game elements, and tasks. 1. **Methods for PBL in Minecraft**: We developed comprehensive methods for delivering PBL experiences in the Minecraft environment for ELT. These methods were designed to help ELT teachers make the best use of the Minecraft world and conceptualize their own PBL challenges, ideally through co-creation with their students. 2. **Lesson Structure**: We defined the duration and structure of the lessons to be delivered through the game. The language focus was on adjectives, comparative adjectives, and answering questions. This allowed students to practice spelling and communication skills in a safe environment. 3. **PBL Challenges for ELT**: We created specific challenges to be delivered through the project's dedicated Minecraft world. 4. **Minecraft World**: We developed 6 custom Minecraft worlds to deliver the ELT challenges in the context of a mission to be accomplished (compared to originally planned 1 world). 5. **Mission**: We designed a complete game scenario that included non-player characters (NPCs), game elements, a walkthrough introducing different game areas and tasks, and a post-game practice session. 6. **Parent's Guide & Teacher Pack**: We created guides for parents and teachers to help them navigate the Minecraft world and integrate it into their teaching. 7. **LTTA**: We conducted a 3-day workshop to train subsequent trainers on the use of the project results and to identify potential improvements and corrections. 8. **Feedback Loop**: We established a mechanism for obtaining assessments of the administrators' views and the learners' experiences. 9. **Instructional Material**: We developed instructional materials and guides to support the integration of the Minecraft game into ELT teaching. 10. **Testing and Validation**: We first tested the results internally and then improved the version based on the results of the testing. This improved version was then subjected to a series of validation activities with the involvement of representatives from the direct target group, mainly ELT teachers. 11. **FOLLOW ME FOUNDRY**: We created a dedicated virtual space to facilitate the use of the project results and offer support to the community of teachers using the results. This space also provided a feedback mechanism to connect the partners with the users for continuous improvement. 12. **Multiplier Events**: We conducted a series of events to generate awareness about the launch of the project. 13. **Roll Out of Results**: Finally, we rolled out the results of the project to the wider community. Through these activities, we aimed to create an engaging and effective learning environment for ELT using Minecraft.
▶Impact
The project 'Follow Me to Minecraft' yielded several tangible results: 1. **Methods for PBL in Minecraft**: We developed a set of methods for delivering Problem-Based Learning (PBL) through Minecraft, specifically for English Language Teaching (ELT) challenges. 2. **PBL Specifications**: We created PBL specifications for different versions of the Minecraft platform (Education, Java, Bedrock, Pi). 3. **PBL Challenges for ELT**: We compiled a collection of PBL challenges specifically designed for ELT. 4. **FOLLOW ME Handbook**: We produced a handbook providing a practical approach to ELT in the Minecraft environment. 5. **FOLLOW ME Minecraft World**: We developed 6 custom Minecraft worlds, enriched with resource packs and mods, to deliver the ELT challenges as part of the FOLLOW ME game mission. By this, we brought even more impact, as the plan was 1 Minecraft Education world. 6. **Instructional Material and Guides**: We created instructional materials and guides for teachers and parents to maximize the benefits of the FOLLOW ME Minecraft World. 7. **FOLLOW ME FOUNDRY**: We established a virtual space serving as a single point of entry to all results, providing resources, information, and support infrastructure. This space also facilitated a feedback loop between the teaching community and the partners to drive the maintenance and sustainability of the results. 8. **Certification Framework and Scheme**: We implemented a certification scheme to recognize the knowledge and skills acquired through the successful completion of the FOLLOW ME mission. The main outcome was an increase in the use of digital learning spaces, particularly Minecraft, for delivering ELT learning experiences to children. English language teachers gained the ability to utilize gamified activities, enhance students' critical thinking skills, and engage students in problem-solving. Students not only improved their target language but also developed skills such as sharper critical thought, improved decision-making, and better behavior. The project's success in building a strong community of adopters led to the sustained use of Minecraft for delivering ELT experiences.