“I’ll have everything in diamonds!”: Students’ Experiences With Minecraft at School

Agnieszka B. Jarvoll


The aim of this article is to highlight the experiences of 11–12-year-old students at a Norwegian primary school regarding their use of Minecraft in mathematics classes and explore the consequences for their motivation. The present research was carried out as a single case study. This implies an in-depth investigation of a contemporary phenomenon, an intervention, studied in its real-life context, the classroom. The object of the intervention in the participating class in 2015 and the spring of 2016 was to use Minecraft as an attempt to restore motivation for mathematics. The teacher found his students were motivated to work with Minecraft, but a question emerged about students' motivation to perform the given tasks. This study suggests that formative interventions in which the researcher is present in a school context implicates the possibilities for the study of externalisation processes. These processes provide an opportunity to obtain an understanding of what happens when a popular digital game from youth culture is applied to tasks in mathematics to achieve pedagogical goals.

Klíčová slova

digital games; formative intervention; classroom research; case study; motivation


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Časopis Ústavu pedagogických věd FF MU.

Výkonná redakce: Klára Šeďová, Roman Švaříček, Zuzana Šalamounová, Martin Sedláček, Karla Brücknerová, Petr Hlaďo.

Redakční rada: Milan Pol (předseda redakční rady), Gunnar Berg, Michael Bottery, Hana Cervinkova, Theo van Dellen, Eve Eisenschmidt, Peter Gavora, Yin Cheong Cheng, Miloš Kučera, Adam Lefstein, Sami Lehesvuori, Jan Mareš, Jiří Mareš, Jiří Němec, Angelika Paseka, Jana Poláchová Vašťatková, Milada Rabušicová, Alina Reznitskaya, Michael Schratz, Martin Strouhal, Petr Svojanovský, António Teodoro, Tony Townsend, Anita Trnavčevič, Jan Vanhoof, Arnošt Veselý, Kateřina Vlčková, Eliška Walterová.

Časopis vydává čtyři čísla ročně.

ISSN 1803-7437 (print), ISSN 2336-4521 (online)