This study presents a project that explores an innovative method for embedding generic skills in History in pre-service teacher education by using Minecraft, a virtual three-dimensional (3D) world and sandbox game. A Norwegian government report (Meld. St. 28-2018) emphasizes the need for schools to focus not only on content-specific skills, such as historical knowledge, but also on generic skills such as problem solving, critical thinking, collaboration, communication and creativity. These skills have recently been highlighted as important core skills in the new Norwegian Curriculum to be implemented by 2020 (Norwegian Directorate for Education and Training 2017).Teachers, and consequently student-teachers must therefore be equipped with a broad repertoire of methods and tools which facilitate an integration of subject-content knowledge and generic skills.
A didactic principle in teaching history is to enable pupils to draw on different perspectives, and to contribute to the pupil’s understanding on how people lived in the past (Seixas and Morton 2013). One way of doing this is by giving pupils tools for creating micro-histories about people and their environment in the past and engaging them in immersive experiences in using these environments (Dede, 2009). In the study presented here student teachers were given the task of creating models of industrial buildings along the river Aker in Oslo and create a role play of an realistic incident taking place during the industrial breakthrough and record this event on video.To accomplish this, the students had to acquire technical skills in Minecraft, detailed knowledge about the buildings, historical events connected with the buildings and create realistic dialogues. The overarching aim in this study is to explore the use of Minecraft in a teacher-education context, and the social relations, processes and practices that emerge when using Minecraft in History. We have developed a pedagogical model that employs Minecraft for learning both content-specific and generic skills, but that takes the unique characteristics of the subject-specific content as the point of departure. In this paper we focus on how student-teachers use Minecraft as a tool for embedding both generic and content-specific skills in History.
Minecraft can be described as a digital lego, where the player gathers resources that function as building blocks and tools, and where building is only limited by imagination (e.g. new tools and building block can be created by skilled game players using programming and graphical rules). Minecraft has been rated the most popular digital game among 9–14-year-old children in Norway (NMA, 2018). It has been suggested that when used in an educational setting, Minecraft has the potential to motivate children for learning (Dikkers, 2015).Dikkers (2015) suggests that the game’s popularity may indicate a great educational potential, highlighting areas such as problem solving, motivation, engagement as well as curricular learning (Dikkers, 2015, p1.110-111). Furthermore, Callaghan’s (2016) study of Minecraft integration in secondary school reported high levels of student engagement while attaining curricular goals. Through construction, Minecraft facilitates creativity, problem solving, and collaboration (Dikkers 2015; Callaghan 2016). However, our own research (Mørch, Eie, Mifsud 2018) indicated that student-teachers are sceptical towards Minecraft as it is perceived to be a game with “just fun and no learning”. Furthermore, Mørch et al (2018) report that although generic skills, such as problem solving and collaboration, were mentioned by the student teachers, they did not value these skills as highly as the domain specific skills. The higher value attributed to content-specific skills presents a challenge for games to enter the classroom. While it is important not to “watering-out” content specific skills, the value of generic skills needs to be considered if these are to find their place in school.