Enseigner avec les jeux Sandbox: Minecraft, l'apprentissage par le jeu et les compétences du 21e siècle
DOI :
https://doi.org/10.21432/cjlt27990Mots-clés :
apprentissage par le jeu numérique, compétences du 21e siècle, pédagogie , MinecraftRésumé
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.
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© Cristyne Hebert, Jennifer Jenson 2021
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