14-18 yrs old
Reading and Writing
World Languages
Imagine you could join these concepts: 'escape room', 'Minecraft' and 'El Conde Lucanor'. The result is what you are about to find in this project.
March 16, 2019
Gamifica, que no es poco
Article describing the project in appleteaching
Gamificar es de sabios
Article explaining the benefits of gamification and using this project as an example in DidacTICando
Guide for this project within the TPACK model
Here you have a short guide to the project taking the principles of the TPACK model into consideration.
How could a student learn about a particular literary period, author or work at the same time he or she plays Minecraft: Education Edition? What if we created an escape room in which that player had to solve several riddles related to literature in order to succeed? Can we recreate a space representative of a period or work? Could it be a good scenario for our adventure? How can we make the game appealing for players? Will the players learn what we expected after playing our game?
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