Minecraft Minecon 2015 Confirmed to Happen; Mojang Announced to Sponsor the Annual Fan Expo

Minecraft Minecon 2015 Confirmed to Happen; Mojang Announced to Sponsor the Annual Fan Expo

minecraft2.0Minecraft  fans are all excited as Microsoft and Mojang announced  to make Minecraft Minecon 2015 happen. While some skeptics thought that the game title’s new owner would not sponsor the event, Microsoft announced that they would actually do whatever they can to further develop and promote the beloved virtual sandbox game.

This is for the fact that the game has captivated gamers of all ages and of all races since it was first released in 2009.

Minecraft players and fans are often referred to as Minecraftians, and ever since the game took the entire world by storm, these people would gather in an annual expo that is the Minecon. Unfortunately, Mojang failed to sponsor the event last year for undisclosed reasons. However, in one of their blog entries, the original developers of the game confirmed that they are making the necessary preparations to make Minecraft Minecon 2015 happen.

The event would definitely mean much to all Minecraftians as the occasion would have a lot of things to go about like new announcements, latest updates, as well as the chance to meet and greet Minecraft’s development team from 4J studios.

As for the Minecraft creator Notch, there are no confirmations yet whether he will attend the expo or not. Then again, it is something that fans would like to look forward to.

The much-anticipated Minecraft Minecon 2015 will be in London, England for two days (July 4-5). The dates are already confirmed, so this is going to be much of a good news to all Minecraftians. Tickets began to go on sale this month, with around 10,000 tickets already sold. In addition, Minecraft’s latest TU(Title Update)21 is scheduled to roll out in North America on PlayStation 4, Xbox One, PlayStation 3, Xbox 360, as well as on PlayStation Vita. It carries out bug fixes for the issues on the previous update.

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‘JUST MINE AND CRAFT’: Newark Library’s new Minecraft Club draws enthusiasts

‘JUST MINE AND CRAFT’: Newark Library’s new Minecraft Club draws enthusiasts

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NEWARK — If you have a child (especially a boy), you likely know what Minecraft is.

This computer game is all the rage among the younger set. Played on multiple platforms (computers, Xbox, Kindle, iPad, PlayStation, etc.), the game allows players to build three-dimensional buildings and worlds from textured cubes. Players can explore, craft, fight and gather resources in the game. Think of it as advanced Legos in the computer age.

And now local Minecraft fans can meet once a month at the Newark Library to share their passion.

Youth Services Director Krystina Hardter launched the club last Tuesday evening. She did so because she’s seen firsthand in the library how popular the game is. Young patrons ask for Minecraft books, but the shelf where the series is kept is often empty.

“They just fly off the shelves,” she said. “We just know how kids are obsessed with it. They love it — the creating, the survival, the building.”

Hardter had set aside a table with Minecraft coloring sheets and instructions on how to make three-dimensional paper Minecraft figures, but the four young patrons who braved the snow last week were more intent on getting on the computers and playing the game itself.

Since some of them had played on different platforms, there was a learning curve as they started building on the computer. Questions flew as the young library patrons started clicking away with their computer mice.

“How do you eat?” “How do you build a ladder?” “How do you make a door?” were among the queries being traded.

Anthony Merced, 7, was in the water and afraid he would drown. He asked his classmate Ryan Hinks, also 7, what to do.

“Press the space button to float,” Ryan answered.

The Newark youngster has been playing Minecraft since he was 6, usually on his Kindle tablet. He was a little distracted to explain the game in depth, especially to an obviously clueless questioner.

“It’s very, very complicated to explain. You just mine and then you craft,” said Ryan, noting everyone in his family plays except his parents. His mother, he added, has said she might have to learn just to be able to interact with her children.

Ryan said he’s hooked because “you can craft and be creative about it. It’s a real world that you are building.”

As the children pressed their faces close to the screens and talked to both the computers and each other, Hardter and Youth Services Librarian Caitlin Simonse mingled about. They helped as they could and asked plenty of questions.

Hardter said one of the reasons she started the club was because “I wanted to learn from them what the big deal is.”

“I’m impressed with how quickly they are building houses and things,” she said, noting when she tried the game all she was able to accomplish was chasing some bunnies and cutting grass. “I’m kind of understanding the concept … kind of.”

Blake Aldrich, 11, said he has been playing Minecraft “a long time now” and called it his favorite game.

As Hardter complimented his work, she wondered why his house was built underground.

“It’s most common for houses to be built underground because it’s safest,” Aldrich said.

“Who do you need to be safe from?” Hardter asked.

“Zombies, creepers, and skeletons,” the kids answered.

Despite asking the others, Blake still had trouble constructing a ladder. Hardter pulled out her phone, loaded up a YouTube video and showed him how.

Meeting kids where they are at — in the library — is certainly a goal of hers.

“My hope is to start them younger and build their love for the library so by the time they get to the high school it’s still cool,” Hardter said.

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Minecon 2015 is Coming, Minecraft PS4 and Xbox One Players Rejoice

Minecon 2015 is Coming, Minecraft PS4 and Xbox One Players Rejoice

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Mojang, for some reason, decided not to conduct the popular Minecon event last year, which is a fan favorite expo, where all Minecraft lovers come together.

But, the good news is it is coming this year and it’s time for the Minecraft PS4 and Xbox One lovers to rejoice!

The company didn’t spend any time in explaining why the event didn’t take place in 2014. And, it is obvious that players and the community are not really interested in knowing the real reasons behind an expo that missed a whole year.

It’s all about this year and whether Minecon 2015 is going to take place or not. Mojang confirmed the news in their official blog that they are indeed gearing up to host this grand event this time, where a lot of exciting things will take place, including new announcements, updates and some great time with the development team at 4J studios.

Microsoft’s Acquisition

It’s really surprising to know that the upcoming Minecon 2015 event by Mojang is taking place this year after the huge two billion dollar acquisition by Microsoft. Many critics assumed that the new buyers may not host the expo, because they are keen on making some good money out of the franchise rather than spending more on it.

But, from the announcement, it has been confirmed that the company wants to make sure they promote the game as much as possible, so that it continues to entertain gamers and keep the community alive. Minecon is one such event where everyone, including Minecraft PS4, Xbox One, Minecraft PS3 and Xbox 360 players come together to share their experience. It also includes the iOS, Android and PS Vita mobile platform gamers.

Event Details and Venue

The upcoming Minecon 2015 will be held in London, UK. It’s an amazing place to visit, while you are getting your share of Minecraft. The event dates have also been confirmed as well. It will be held between July 4th and 5th. That’s just two days but it’s more than enough to make you happy about being there.

The tickets will go on sale from February and Mojang confirms that at least 10,000 tickets will be sold for the upcoming event. There will be huge discounts on hotel rooms but there is no word on the founder of the game attending the planned expo. You will get a chance to talk to the panel and drop in your own ideas.

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Minecon 2015 Location And Date: Minecraft Convention To Be Held In London On July 2015 Confirmed As Mojang Is Working On A New Installer For The Game!

Minecon 2015 Location And Date: Minecraft Convention To Be Held In London On July 2015 Confirmed As Mojang Is Working On A New Installer For The Game!

 

Minecon 2015 Announced!Good news Minecraft fans as Mojang COO, Vu Bui announced that the Minecon 2015 will be held in London on July 4 to July 5 this year.

Minecon 2015 will be hosted by Mojang it will be held in London for the first time. On Aug. 21, 2014, Vu Bui, COO of Mojang wrote on the company’s official website:
“I’ve been getting a lot of questions about MINECON lately, because before this time last year everyone knew the date and location and ticket info for MINECON 2013. While we don’t have a set date for the next MINECON just yet, I wanted to let everyone know that it won’t be until sometime in 2015. I’m shooting to have it in the spring in London!”

Just two weeks ago on Jan. 22, Bui hinted about Minecon news on Twitter:

“MINECON news is coming soon!”

Bui also revealed the details on when and where will Minecon be in London:

WHEN: July 4-5, 2015

WHERE: ExCeL London Exhibition and Conference Centre

WHO: You, hopefully!

Bui said in the statement, “If you like Minecraft, and you like people who like Minecraft, you’ll probably like MINECON. It’s THE place to see all the cool Mojangstas you fancy, meet people who love Minecraft maybe even as much as you do, and attend panels and events full of YouTube creators and a ton of other talented folks!

This summer we are heading to London, UK to hang out with 10,000 of our closest friends (hint: that’s you!). As usual there will be panels, contests, tournaments, events and a soon-to-be-announced show-of-some-sort for our Saturday night bash.”

Talking about the tickets, Bui said, “they will be released in two batches on the same day, different times, 5,000 tickets in each batch.” He added, “When you buy your ticket you’ll also get access to our discounted hotel pricing, so don’t go booking a hotel room just yet!”

According to The Guardian, Minecon started as an informal gathering of “Minecraft” fans back in 2010 in Bellevue, Washington when Markus “Notch” Persson, the game’s creator, was in town and said he wanted to meet players.

In other news, Mojang developer Nathan “Dinnerbone” Adams announced about the game’s installer on Twitter on Jan. 30.

“Our new installer uses Java 8, so that helps, but we haven’t pushed people to use that – only new players have that right now.”

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Video games in museums: fine art or just fun?

Video games in museums: fine art or just fun?


Visitors to the “Art of the Video Game” exhibition at the Smithsonian American Art Museum

The British Museum posted a message on the website Reddit last September asking for volunteers for its “build the British Museum in ‘Minecraft’” project, hoping for 20 applicants. “It exploded… Twitter went berserk and we had more than 1,000 applicants in a single day,” said Nick Harris, a broadcast assistant and content producer working on the London institution’s Museum of the Future project, in a talk at the British Library last December. One of the respondents wrote: “Yes, please. I love ‘Minecraft’ and I would really like to help build it. I’m ten (my mother knows).”

The Tate received an equally enthusiastic response when it launched a project to recreate works from its collection, including André Derain’s The Pool of London, 1906, in the “Minecraft” video game: within 48 hours, amateur videos on how to navigate “Tate Worlds” appeared on YouTube. When London’s Wellcome Collection released the video game “High Tea”, 2011, a strategy game based on the 19th-century opium trade in China’s Pearl River Delta, to coincide with an exhibition on recreational drug use, the museum discovered that, on average, people spent four times longer playing the game than they did browsing its website.

The popularity of video games shows no sign of waning, and museums have ramped up their interest in the medium. From mounting exhibitions like the Smithsonian American Art Museum’s (Saam) blockbuster travelling show “The Art of Video Games”, which drew 3,400 visitors a day during its run in Washington, DC, in 2012, or the “Game Masters” show at the National Museums of Scotland (until 20 April), to acquiring or commissioning games around their permanent collections or exhibitions, museums are looking at video games as both an art form and a means to reach a wider audience.

“It’s an innovative way to get the public interested in collections, especially audiences that wouldn’t normally engage with them,” says Stella Wisdom, the British Library’s digital curator. She is behind the library’s Off the Map competition, in which university students use items from the collection to design games. This year’s contest—a collaboration with the GameCity festival—is based on Alice in Wonderland, to mark the 150th anniversary of Lewis Carroll’s book, and will coincide with an Alice show at the British Library in the autumn. “There’s a lot of potential for creative industries to work with cultural institutions and vice versa,” Wisdom says. “We’re just at the start of a journey.”

Danny Birchall, the Wellcome Collection’s digital manager, says that the games “are part of a larger strategy of using many different things to engage the public. You use video games to reach those who play games, like you create documentaries for those who watch television. We’re not trying to convert museum people into games players.” The museum has commissioned several games related to its collection and exhibitions. In developing them, the institution follows the cardinal rule that content is paramount. “Our motto is ‘no chocolate-covered broccoli here’,” he says. “We’re not making unpalatable things tasty by wrapping game magic around them.”

The museum’s latest game, “Criminel”, developed by graduates from the National Film and Television School, relates to “Forensics: the Anatomy of a Crime”, which is due to open on 25 February (until 21 June). Inspired by the famous French police officer Alphonse Bertillon, who promoted the use of scientific systems to identify criminals, the iPad-based, “CSI”-style game is set in late 19th-century Paris.

Digital natives

The museum world is now being populated by video-game enthusiasts. Kieran Long, the Victoria and Albert Museum’s (V&A) senior curator of contemporary architecture, design and digital (and a long-time video-game fan), who joined the London institution in 2012, says that games “were a big part of my strategy from the start”. The museum, which has two video games—a copy of “Sonic the Hedgehog”, 1991, which the V&A’s Museum of Childhood acquired in 2004, and the 2013 mobile app “Flappy Bird”—is becoming more systematic and strategic in its engagement with the field. It has hired a video-game specialist on a one-year contract and an exhibition on video games is “in the works”.

Like Saam, which has hosted gaming events such as a pop-up Indie Arcade in its courtyard and “hackathons” that encourage people to create games around the collection, the V&A has held a Games Jam, where designers had 48 hours to create games around the Medieval and Renaissance collections. The museum’s evening based on “Minecraft”, in which players build constructions using textured blocks, proved particularly popular, with artists responding to the collection through a “Minecraft” lens, as well as workshops and DJs playing remixes of “Minecraft”-inspired music. There was also a talk by designers from Mojang, the Swedish studio behind the game. “I’ve never seen 350 teenage boys so wrapped up in the V&A for an hour and a half,” Long says. For another event, FyreUK, a group that makes time-lapse videos of massive “Minecraft” builds, took over the Raphael Court. “They’re engaged in a new kind of folk design,” Long says.

Alex Flowers, the V&A’s team leader for digital programmes, says these events have shown that video games are “powerful tools” for looking at collections in new ways. The actions, emotions, cognition and problem-solving skills of the player breathe life into objects and their rich histories. The V&A also had its first game-designer-in-residence last year: Sophia George created a game inspired by William Morris’s tapestry Strawberry Thief, 1883, in which players sketch and colour in the textile’s pattern. The game, developed with colleagues from the University of Abertay in Dundee, Scotland, was downloaded 60,000 times in its first two weeks.

“Minecraft” was acquired by Microsoft in November 2014, when the computer giant bought Mojang for $2.5bn, and is the game of choice for many museums. Jane Burton, the creative director of Tate Media, says that its big audience and ethos made it attractive. “It’s not heavily commercialised or expensive to join, so it feels fairly democratic. The game’s whole ethos is about being open and encouraging imagination, and for people to create things and share their creations. It’s a very generous and imaginative platform.”

Knee-jerk criticism

“Sorry MoMA, video games are not art” was the headline on Jonathan Jones’s blog on the Guardian’s website after New York’s Museum of Modern Art (MoMA) announced the acquisition of 14 video games, including 1980s classics “Tetris” and “Pac-Man”. “All hell broke loose in an interesting way,” said Paola Antonelli, a senior curator in the museum’s department of architecture and design and its director of research and development, in a Ted talk filmed shortly after the acquisition in 2012.

Antonelli says that the negative responses “were based on a knee-jerk, defensive reaction”. She points out that the museum did not acquire these games as works of art, but as forms of interactive design. Similarly, the V&A acquired “Flappy Bird” as a design object. “I don’t think video games are art, I think they are design, and as a design museum, we are committed to collecting all fields of design,” Kieran Long says. When he was tasked with covering the field of digital design, he felt that video games were a good place to start, as they are made by some of the most creative design teams around. “It’s a good way for the V&A to begin to seriously engage with born-digital artefacts and digital design in general, because you have to start somewhere and we weren’t going to collect the whole internet,” he says.

The Smithsonian, however, did not make such distinctions when it acquired “Flower”, 2009, and “Halo 2600”, 2010, in 2013. “We didn’t qualify it; we acquired them as great works of art,” says Elizabeth Broun, Saam’s director. “It’s been important for us for some time to represent games as this fantastic and unique expression among artists,” says Michael Mansfield, the museum’s curator of film and media arts. He says these games were chosen because they represent “unique paths for the artists and the medium”. Broun develops the point. “We understand that video games are their own platform for art and expression in the same way that photography, television or films are. You can have great films or terrible ones, and the same goes for games,” she says.

Broun describes “Flower”, in which players become the wind, as a “thrilling exploration of the American landscape” by the Chinese-born designer Jenova Chen, who found inspiration in the open spaces of the US West Coast. “How is this not like the Hudson River School?” Broun asks. “Land and landscape have always been crucially important in American art.”

Mansfield argues that the video game is not the first medium to have its viability as an art form questioned and certainly won’t be the last. “There were concerns about photography being a viable art form. I think one critic defined it as the bastard child of science left at the door of art. The same issue has been raised with video and performance art,” he says.

The perils of acquisition

Museums have different approaches to how they buy games. The V&A wants to acquire “Minecraft”, but Long is undecided as to how to go about it. “It’s the culture around the game, the amazing creativity of the kind of machinima videos [film-style narratives created in real time with computer graphics] around it, the works of makers like FyreUK that maybe we should collect,” he says.

For MoMA, it’s all about the source code. “It’s the holy grail of the acquisition,” Antonelli says, explaining that it enables the game to be replicated on new platforms. “It’s like the recipe for Coca-Cola. It’s the company’s deepest intellectual property.” When MoMA cannot get the code, it tries for an emulation of the code. If that is not available, the museum acquires the package software, which is not ideal because these items are perishable. MoMA “tries to get as deep as possible within the company” so that if the firm goes out of business, the museum could become the code’s repository.

Even a powerhouse like MoMA does not always get what it wants. “In some cases, we simply haven’t cracked the nut. You’ll notice we don’t have Nintendo games because there was just no way,” Antonelli says. Tracking down the current holders of the intellectual property rights in some early games has also been problematic. “[There are] some games we’d like, but we can’t find them,” she says. “The issues in the acquisition of video games are sociological, aesthetic, cultural, legal, technological and communicative—it’s one of the most interesting and dense kind of acquisitions I’ve ever tackled.”

The Wellcome Collection’s Danny Birchall argues that “museums are just scratching the surface of what’s possible” with video games. “If the same budget for an exhibition was devoted to a game, you could… probably reach the same raw numbers as an exhibition. I think people are less willing to take that risk because it doesn’t have that intimacy of contact with the venue. Knowing that 100,000 people have done something online is never quite as reassuring as seeing 10,000 people walk through your door.” But as museums continue to cross digital thresholds, one senses that this hierarchy between physical and online visitors is beginning to dissolve.

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Teaching in the Age of Minecraft

Teaching in the Age of Minecraft

 

Like many 11-year-olds in Texas, Ethan had to build a model of the Alamo as a school project. Often, students make their dioramas out of paper mache or popsicle sticks, but Ethan’s teacher gave him permission to build his project in Minecraft, the popular sandbox software game in which players build structures out of blocks. With his dad’s help, Ethan recorded a video tour of his scale model of the fort, complete with explanatory signs, and posted it on YouTube. A few minutes into the tour, it started raining unexpectedly over Ethan’s diorama, but Ethan noted, “This is exactly what happened during the battle of the Alamo—it rained.” To his dad—and, presumably, his teacher—this comment revealed Ethan’s familiarity and knowledge with the subject matter that he might not have had otherwise shown.

With more than 18 million downloads to date, Minecraft is the best-selling computer game of all time; the game’s free-form structure has made it popular with kids and adults alike. But little by little, teachers, parents, and students have discovered that the game can be used for educational purposes, too. Former teacher Joel Levin and his colleagues founded a startup called TeacherGaming that aims to bring Minecraft into classrooms everywhere, helping students and teachers of all disciplines use their creativity to design projects, free from the kinds of limitations they would face using traditional methods.

“Teachers already want to use these games in the classrooms,” Levin said. He and his colleagues work to make the software more intuitive and suited to their needs so that teachers—and students—can use the games in classrooms and have fun while they’re at it.

Levin, now 40 with a sandy beard, glasses, and ponytail, first played an early version of Minecraft with his 5-year-old daughter in 2010. He was amazed at how much his daughter was learning from Minecraft; she solved problems on her own, developed a spatial understanding in the game, and accelerated her reading and writing skills because she wanted to be able to interact with other players, he said. At the time, Levin was teaching technology classes at a private elementary school in New York City, so he decided to try out some Minecraft lessons with his second graders. As a self-identified “gamer” who worked with an Internet service provider before the dot-com bubble burst, Levin saw that teaching with Minecraft combined his interests perfectly.

The segment that involved Minecraft was intended to last a week, but Levin used the game for the rest of the semester, teaching students to type by allowing them to communicate with each other in the game and showing them how to do online research by trawling the vast Minecraft forums for specific information. But getting there wasn’t easy; Levin spent a lot of time customizing the game to fit his instructional needs. Minecraft is an open-ended game with a never-ending landscape and digitally rendered resources. In certain game modes, players have to gather resources to craft shelter, tools, and armor to meet basic needs and survive battles with one another. But the part that players seem to enjoy the most is the construction element, in which they build entities like functional computers or reconstruct landscapes such as the entire country of Denmark. Given how versatile the game is, it’s understandable that Levin wanted to restrict some of these capabilities to give his students a safe, age-appropriate experience. He modified the code so that kids weren’t able to fight with one another in the game, and he limited some of their geographic range so that they could find their way back to a central location where they had a building just for their class to use. He wasn’t yet plugged into the online community where teachers were sharing similar modifications to the game, so he coded it all himself.

But it was worth it. Levin’s students learned more than just the hard skills he had intended for them to they pick up—they were also having profound discussions about topics that were notoriously challenging for teachers to communicate effectively. “It led to conversations in the classroom about how we treat these virtual spaces that we all find ourselves in, especially the young people that are coming into this complicated world of social networking,” Levin said. “Are we going to treat our class’ Minecraft world as an extension of our classroom? Do the rules that apply in the school building also apply on our Minecraft server? What happens if someone breaks those rules?” These were lessons in what Levin calls digital citizenship, which were typically being taught in middle school, once students were already deeply embedded in social networks, but not yet in elementary school when they were just starting to use them and the lessons would be most useful. “There was just so much to do and the game was so malleable that I kept being able to bring in all the things I needed to teach in the game,” Levin said. He started a blog to share his experiences with other teachers, and it went viral, making its way to the front page of Reddit.

Though he had heard of game-based learning and knew he was “kind of doing it,” Levin was unfamiliar with the research emphasizing the educational value of some video games. Studies published over the past two decades support the idea that video games can increase students’ spatial knowledge, improving their aptitude for math and science. And video games can help give students the hard skills they will need to function in a digital world, such as physical dexterity with keyboards and touch screens, an understanding of algorithms and search engines, and even basic programming. “Games are also uniquely suited to fostering the skills necessary for navigating a complex, interconnected, rapidly changing 21st century,” Alan Gershenfeld, the president of videogame publisher E-Line Media, told Scientific American.

Levin knew that he had stumbled onto something great by bringing Minecraft into the classroom, so when Finnish educator and gamer Santeri Koivisto found his blog and approached him about founding a company to make a version of Minecraft for educators, he couldn’t say no.

Three years since its inception, TeacherGaming now has nine employees that have worked to create MinecraftEdu, which has been sold to schools in 42 countries and six continents. TeacherGaming licenses Minecraft from Mojang, the small Swedish company that created the game and is now owned by Microsoft, and sells the educational version that incorporates many of Levin’s original modifications. MinecraftEdu also has some new elements based on teacher feedback and beta testing, like the ability to freeze students mid-play.

But Levin and his colleagues knew that, for MinecraftEdu to make its way across the curriculum, they had to lower the technological barriers, replacing complex code with intuitive check boxes or in-game tools designed for teachers to use even if they’re not hardcore programmers. Levin noted that TeacherGaming sells about half its software to technology classrooms, but the other half is evenly distributed across other subjects.

This is where Levin has seen incredible displays of teachers’ own creativity, especially from those who try to use MinecraftEdu to fulfill Common Core standards, the universal math and reading benchmarks for students at each grade level. Though MinecraftEdu is a great tool, Levin admits that the game doesn’t perfectly align with many of these standards, so innovative teachers have developed new ways of using the software to satisfying the requirements. “TeacherGaming does have curriculum, we have Minecraft ‘worlds’ that you can download and use in your own classroom, but teachers didn’t want to download what we were making—they wanted to make their own experiences,” Levin said. History teachers make Minecraft dioramas, English teachers have kids act out Shakespeare plays in a model of the Globe Theater, and art teachers let students recreate famous works of art in the game. Now, Levin says that teachers have created 98 percent of the downloadable “worlds” in the MinecraftEdu forum.

Most of the teachers that I spoke to are part of a Google group for educators using MinecraftEdu and were unanimously enthusiastic about what they had been able to accomplish with students using the software. Sara Richards, an instructional technology specialist in Round Rock, Texas, began her interest in the game after talking with a parent about how to help a student with some learning disabilities. “We thought it would be fantastic if we could harness the excitement of Minecraft into an educational setting, especially to help bolster children who might not always be successful in a traditional school setting,” Richards said. In the 13 months since then, Richards has seen second graders build elaborate digital communities, helped students recreate a scene from A Cricket In Times Square, and watched third graders quickly grasp the mathematical concepts of area, perimeter, and volume.

Diane Main teaches a high-school computer-science class at the Harker School in San Jose, California. She has been using MinecraftEdu with her students for the past two years and has been consistently impressed by what her students have created in the game, especially when they are given the flexibility to follow their own interests, figuring out how to do the desired actions in their own way. “When you have opportunities for creativity and more open-ended situations, it allows kids to figure out that they can try things, they can do things differently—there’s not one formulaic way to do well in this class,” Main said. “A student told me after the class that he learned that first option [to solving a problem] isn’t always the best option. And that’s something you can’t teach kids—they need to have the opportunity to experience it themselves.”

In the past year TeacherGaming has expanded to include another game called Kerbal, which is more focused on math and engineering than Minecraft is. As TeacherGaming makes educational versions of more games, its founders hope to continue to give teachers the creativity and ability to present their students with new challenges. “I’m really proud that we’ve been able to be a vehicle for experimentation in different types of progressive education,” Levin said.

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