Enseigner avec les jeux Sandbox: Minecraft, l'apprentissage par le jeu et les compétences du 21e siècle

Auteurs-es

  • Cristyne Hébert University of Regina
  • Jennifer Jenson University of British Columbia

DOI :

https://doi.org/10.21432/cjlt27990

Mots-clés :

apprentissage par le jeu numérique, compétences du 21e siècle, pédagogie , Minecraft

Résumé

Dans cet article, nous présentons les résultats d'une étude de recherche menée auprès de douze éducateurs d'une grande commission scolaire urbaine de l'Ontario qui utilisent Minecraft pour le développement des compétences du 21e siècle. Nous identifions un certain nombre de mesures pédagogiques prises par les enseignants pour soutenir l'apprentissage du 21e siècle par la communication et la collaboration, à la fois dans la salle de classe et dans l'univers du jeu, ainsi que trois approches du jeu, dirigé/guidé, échafaudé et ouvert, qui représentent la pensée critique et la créativité/innovation. Nous soutenons que si un jeu de sandbox ouvert et exploratoire tel que Minecraft peut aider de manière significative les élèves à développer les compétences du 21e siècle, ce sont en fait les décisions des enseignants sur la manière dont le jeu sera utilisé en classe qui déterminent si le développement des compétences du 21e siècle est soutenu ou non.

Bibliographies de l'auteur-e

Cristyne Hébert, University of Regina

Cristyne Hébert is Assistant Professor of Assessment and Evaluation in the Faculty of Education at the University of Regina. Her research focuses on digital literacies and alternative forms of assessment in K-12 and teacher education.

Jennifer Jenson , University of British Columbia

Jennifer Jenson is Professor of Digital Languages, Literacies, and Cultures in the Department of Languages and Literacies, Faculty of Education, University of British Columbia. Her work examines the intersections of learning, play, gender and the cultures of making and playing video games.

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Publié-e

2021-05-28

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