Making Sense of Minecraft for Education
‘Minecraft: Education Edition is an open-world game that promotes creativity, collaboration, and problem-solving in an immersive environment This course will explore how teachers can use it as cross-curricular learning tool to help improve student engagement, collaboration, creative exploration, and learning outcomes’
- Introduction to Minecraft Education & Office 365 tools
- Using Minecraft in the Classroom
- Creating a MinecraftWorld
- Design and develop a Minecraft based curricular project
- Game based learning and School Self Evaluation (SSE)
All our courses require broadband Internet access (Min of 2mb recommended) and participants need to be familiar with using the internet, downloading and installing software.
Participant’s will familiarise themselves with Minecraft: Education Edition and how game-based learning can be used to create new teaching and learning opportunities in their classrooms. Use Minecraft as a player to learn the controls, crafting, and game features necessary to gain confidence about game-based learning. Discover strategies, tips, and tricks to integrate Minecraft into the classroom, learning what works for other teachers and explore the range of Minecraft teaching and learning resources that can be used in the classroom.
Participants will learn about the educational potential of Minecraft and game-based learning and introduced to the Education Edition, designed to make it easier to use in schools. In face-to-face workshops and online, participants will learn to play Minecraft EE, explore it’s in-built library of lessons plans and create curriculum and classroom resources that they can take back to their classrooms.
Face-to face workshops: July 2nd- 4th – DreamSpace, Microsoft, Sandyford, Dublin
Online: July 5th to August 24th
This is a blended course, with face-to-face workshops July 2nd – 4 th in Dreamspace, Microsoft, Sandyford, Dublin (9.30 – 2.30) and the remainder (Approx 8 hours) of the course online online at cpd.teachnet.ie, anytime between July 5th and August 24th. Participants are required to attend all workshops and engage meaningfully with online content for approximately 8 hours. Whilst participation and engagement with the course content will be primarily judged on the quality of their contributions, an attendance roll will be kept and a log of their time spent working online will be kept.