![]() I really don't know what this would look like but I am excited about the possibilities. Curriculum such as needs and wants, elections, community interdependence, the importance of laws, and introductory programming can all be addressed in a way that engages the learner and encourages independent exploration. Moderators can be chosen or elected from the student body, or from alumni. Outside of school hours can be established and game play can be restricted to those times. Having control over a school server has other advantages. These community built modifications allow administrators to set up towns, in-game economies, and even teach programming. In addition, this also allows teachers to customize game servers with plugins. This allows teachers to restrict participation to the school community and control permissions. One of the things that separates Minecraft from similar sandbox-style games (such as Second Life) is the ability to host server installations. Student buy-in isn't enough to make a game useful for teachers, but Minecraft has some features that I think make it different. I've taken informal polls of my 3rd, 4th, and 5th grades and found that about 25% of my kids play Minecraft at home. I'm curious about the possibilities of a virtual environment in education, especially when the virtual space is already embraced by students. I have been interested in the classroom implications of Minecraft since being introduced to the open world game by Gerry Ardito. ![]()
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