- Take advantage of kids' natural excitement -- I struggled this year between setting up a structured activity in Minecraft with concrete goals, and giving kids opportunities to just be creative and explore unbounded in game. I had successes and difficulties in both areas. At times it was difficult to get students excited about something I had prepared; they just wanted to put some more work in on their house. Other times they would get bored if I didn't give them goals to achieve. Part of this is probably me over-thinking everything as well. I wanted to make sure that "learning" was happening, and it can be hard to determine whether this is happening or how this is happening without measurable, specific goals. This summer I'm entertaining the possibility of creating a list of achievements for students to work on together. One possibility is having in-game rewards, such as free resources or tools, for completing achievements. But this would only work in survival mode; if the groups want to be in a creative mode server, what could I use as rewards? Or would it be enough to just make a chart or something on the wall of the classroom to track progress?
- Too many boys -- Because using Minecraft in this way is so new to me and our limited resources, I put a lot more effort in designing the club as opposed to advertising it. As such, the only students involved were ones that were self-motivated to be part of the club. And for our program, that meant that only boys were part of the club. I did have a few girls express interest in it by the end of the year, but by that time all the spots in the club were filled up. The boys in the program (for the most part) were at least somewhat comfortable using a keyboard and mouse to navigate in a 3D environment -- not the case with the girls. This created a barrier for them in getting involved. I hope this summer to have at least one all-girls group in Minecraft so they can all tackle this barrier together and not be worried about falling behind other students that already know how to play the game.
- Technology limitations -- Being entirely grant-funded means we have to improvise with what we have a lot of the time. Our technology budget is not that big. So the Minecraft club had to make do with our somewhat outdated laptops. We do have a few desktops as well, but the software will not run on them. This limited the club size to 4 students at a time. The simplest way to increase student collaboration would be to buy more computers, but that won't happen anytime soon. Other ways would be having all the students building in the same server, maybe having them create different villages, figuring out ways to develop relationships between separate tribes, or something like that. Another way is to get connected to an outside server, get them involved with students around the world. That would be great. Also, I need to figure out why the laptops running Vista and Windows7 are lagging so hard.
Thursday, June 28, 2012
School-Year Reflection
Well, the school year has finished here and the kids have gone home. Not for long, though. Our summer program starts in 2 weeks, and I have the chance now to figure out how to make Minecraft a part of it. As I've been working on ideas for how to use Minecraft this summer I realized I never took time to appropriately reflect on how my use of the virtual space went these past few months, so here's some thoughts:
Thursday, May 17, 2012
Roller Coasters!
Two things have worked really well so far in Minecraft: survival
mode and the students' free build area. They are coming up with
pretty neat things in both places. But I have yet to accomplish
much in the way of a designed build or project. They like to do
their own things; getting them to work together on something I have
in mind has proved challenging.
So this week I decided to try something new: minecart roller coaster. I went into the map ahead of time and set up a series of colored pillars, each one being only just in vision range of the next. Each student was to build one section of the roller coaster. Their only requirement was to build a track connecting one pillar to the next. It didn't matter how they did it, as long as it was connected. It was a little difficult at first because none of them had ever worked with minecart rails before and needed a quick tutorial of how it all worked, but after that they were off and running. Most of the students finished or almost finished their section of the track by the end of the session, but we didn't have any time to do any testing. I'm thinking that next week will involve a good amount of trial and error, as we try to get everything connected and then figuring out where we need to put in powered rails to get the cart from start to finish. I don't have a way to capture video of the coaster, but I will try to post some pictures of the finished product (and maybe I can get a few work-in-progress shots as well).
The only hiccup this week came from one of the laptops we are using to run the program. It's odd, because this laptop is newer than all the others and should be doing better. I assume that it has something to do with the fact that it is running Vista -- all the other laptops are on XP and are doing fine. Anybody know why I might be having problems with what should be a strong machine?
So this week I decided to try something new: minecart roller coaster. I went into the map ahead of time and set up a series of colored pillars, each one being only just in vision range of the next. Each student was to build one section of the roller coaster. Their only requirement was to build a track connecting one pillar to the next. It didn't matter how they did it, as long as it was connected. It was a little difficult at first because none of them had ever worked with minecart rails before and needed a quick tutorial of how it all worked, but after that they were off and running. Most of the students finished or almost finished their section of the track by the end of the session, but we didn't have any time to do any testing. I'm thinking that next week will involve a good amount of trial and error, as we try to get everything connected and then figuring out where we need to put in powered rails to get the cart from start to finish. I don't have a way to capture video of the coaster, but I will try to post some pictures of the finished product (and maybe I can get a few work-in-progress shots as well).
The only hiccup this week came from one of the laptops we are using to run the program. It's odd, because this laptop is newer than all the others and should be doing better. I assume that it has something to do with the fact that it is running Vista -- all the other laptops are on XP and are doing fine. Anybody know why I might be having problems with what should be a strong machine?
Monday, April 30, 2012
Goals and server safety
More than anything else this year, I am
coming to realize that at one point I did not know many of the things
I take for granted today. Speaking English, for example, or
being able to navigate a video game world. Last week I found
yet another skill that must be taught and learned: setting realistic
and meaningful goals. Since the first foray into survival mode
had been fairly aimless and confused I thought it would be good for
the students think before getting in game about what they hoped to
accomplish in their 45 minutes that day. They were to write down
three goals in their journals before logging into the server, and at
the end of the day they were to look at their goals again and see
whether or not they had accomplished what they hoped. Most of the
goals involved building a house, constructing weapons to fight
zombies, or exploring the world. Maybe I am being picky, but I was
hoping for more specific goals. The goals they came up with were
very vague, and easy to accomplish. But the more I consider it now,
the happier I am with the goals they set. Sure, they weren't
specific, attainable, short-term goals, however, they did give the
students a sense of self-direction. One goal that stood out to me
was to have unrestricted exploration. This is the way I run things
already in survival mode with the students, but it is a good reminder
to me to keep things that way and let the students be the creators.
My conclusion from last week is that if I want students to accomplish
a specific goal, I shouldn't set that expectation unless I give them
that goal and the means to accomplish it. Maybe this week I will do
the goals assignment again, only this time I will supply one goal
while the students come up with the other two. Ooh, maybe I could
give each of them a different goal...a sort of secret mission...they
could get into that. We'll have to see.
My main takeaway from the architecture
group was that I need to find a new location for our server computer.
Half an hour into our time someone accidentally unplugged the
server's power strip (this is in a different room from where we
actually played the game). Thus 30 minutes of coordinated lighthouse
construction was lost. So the server will have to move to a safer
location. But beyond that, I'm concluding that the current architecture
project is too big of an endeavor for what we can do the rest of this
school year. I'm going to let them finish the lighthouses they have
been working on, but after that I decide what sort of direction to
take the group. Maybe they would be more into building a model of
something they know, like our building, instead of a lighthouse they
have never seen or heard of before. Any ideas on other sorts of projects that can be done in Minecraft?
Thursday, April 19, 2012
"Mister, how do you spell zombie?"
Sometimes I am not sure who is learning
more here at the after-school program, the kids or me. This week I
very intentionally used what I learned last week about different kids
having different needs in planning what we would be doing in
Minecraft. I gave each student in the first group a journal and let
them loose in survival mode, while I started an architecture project
for the second group. Planning separate lessons does mean extra
work, but I like what I do and it gives the students a better
experience (at least that is my hope).
For the survival group I first found an
area in our creative map far away from any student's previous work to
strand the students and let them have at it. Because the vast
majority of our time in MC has been spent in creative mode, most
students needed a refresher in crafting and gathering resources. I
wanted to give as little guidance as possible during this time to
keep as true as possible to the survival theme. A couple of the
students were asking me to just give them tools and resources, but I
had to tell them they needed to pretend that I wasn't there.
This was working well for a while,
until night fell. The students were braced for a zombie apocalypse,
but it never came. Lesson number one for me of the day: Always test
EVERYTHING beforehand. Sure, there is a button that allows monsters
to spawn, but does it actually work? Maybe it didn't work because
the world had already been started in creative mode. After that
disappointment I had a brief conference with the students and they
decided that they would be ok with starting in a new world to get the
complete survival experience. So I restarted the server in a fresh
world with monsters enabled from the beginning. Things were going
well, night fell, but still no monsters came. I couldn't even spawn
monsters into the world. Not to worry, I was able to release the
hoard simply by disabling and enabling the “Spawn Monsters”
option in the MinecraftEDU option box. As I was saying above, I was
giving kids as little guidance as possible. They were not prepared
for night in Minecraft. Luckily, they didn't stray too far from the
spawn point so they could recover most of the resources they had
gathered during the day. Day came again and they started right away
on a shelter. We ran out of time at this point, and I had the
students pull out their journals to make Entry #1. I hadn't planned
the writing portion of the activity particularly well ahead of time,
so I gave the students a chance for a free written response to what
happened in the game, at least three sentences. I was not sure at
all how this request for extra writing would go – I braced myself
for complaints and whining, but there was none. They all eagerly
wrote their names in the journals and started on their entries.
Granted, they were pretty short, and I didn't really have an idea of
how confident any of them were with writing. The thing that
surprised me most during the day was when one student, bent over his
journal, asked, “Mister, how do I spell zombie?” Believe it or
not, I had given them something to write about. Sure, they got
destroyed in the game, but they all had something to say about it.
I'm excited to see where things go from here with the group, and what
else I can do with the journals.
This is getting to be a pretty long
post. But here is how things went with the architecture group.
Looking back, I put way too much into this lesson. In preparation
for the lesson I printed off pictures of famous buildings along with
their measurements; found pictures of work others had done in MC;
made a blueprint and started my own reproduction of the pyramids of
Giza. In order to finish the project, students need to do historical
research on their building, make a building plan on graph paper,
scale the dimensions appropriately, and spend a good amount of time
just placing blocks in-game. This was too much for one day. I did
understand that the project would take time to complete, I just did
not appropriately space out the content for the project. Instead of
working on one element at a time (first researching a building, then
figuring out how models and scales work, then working with graph
paper to make a plan, etc.) I expected them to just go and do it all
elements simultaneously. Needless to say, it didn't go as I planned.
I realized this fairly early, and was lucky to have a smaller group
than usual (some kids were out on a field trip), so we focused on the
buildings I had already researched, and the students ended up
starting their own interpretations of the lighthouse at Alexandria.
Once they got going, they were fine, and we were able to talk about
the lighthouse, why it was important, and what happened to it. I'll
have to do some more thinking before next week comes on how to
proceed with this group.
Well, thanks for getting through this
lengthy narrative of what happened yesterday. Comments and new ideas
are always welcome, especially any thoughts on how to better run the
architecture project.
Monday, April 16, 2012
Different students, different needs
This week's goal was for students to learn a little about redstone, what it does, and how to use it. For this goal I set up an indestructable room (using the MinecraftEdu mod's "build disallow" blocks) with an iron door, and gave students a chest of materials and instructions to find five different ways to get inside the room. My two groups handled this task very differently. The first group needed very little assistance before they set up a line of redstone with a lever leading up to the front door. They even made the line of redstone too long to activate the door, so I was able to pass out redstone repeaters and explain what they did. The group eagerly wrote down the different methods they used to open the door, after which I activated the teleporter inside the room which took them to the village they had started in the previous weeks.
Group two did not do as well with this task. While they did figure out that you can put a button or lever right next to an iron door and get it to open, they did not have the patience to see what they could do with the redstone. They did not want to work together on the project, so they started wandering and exploring the world around the room on their own. Eventually I got them back around to the room and activated the teleporter, giving them some free time.
I'm learning that I need to tailor my lessons to the group I am working with, and not just assume that one lesson will work for all. Also, when the planned lesson does not work with a particular group of students, they are still engaged in playing the game. I need to pay more attention to what it is that engages them when they wander from the planned activity and use it to my advantage, instead of just teleporting the explorers back to the lesson area and asking them to stay focused on what I want them to do.
So where do I go from here? The students in the first group have been requesting some time in survival mode. I want to put together a survival scenario for them. They even responded positively when I mentioned I would ask them to make a survival journal of the experience. As much as I would like to do a Rube Goldberg project with them, I want to take advantage of their motivation in this area and see where it goes from there.
The second group would not do as well in survival mode, I think. They are more interested in building and exploring. Maybe I could take this group in a more architecture or mapping focused direction. We'll see. Any comments or suggestions are welcome.
Group two did not do as well with this task. While they did figure out that you can put a button or lever right next to an iron door and get it to open, they did not have the patience to see what they could do with the redstone. They did not want to work together on the project, so they started wandering and exploring the world around the room on their own. Eventually I got them back around to the room and activated the teleporter, giving them some free time.
I'm learning that I need to tailor my lessons to the group I am working with, and not just assume that one lesson will work for all. Also, when the planned lesson does not work with a particular group of students, they are still engaged in playing the game. I need to pay more attention to what it is that engages them when they wander from the planned activity and use it to my advantage, instead of just teleporting the explorers back to the lesson area and asking them to stay focused on what I want them to do.
So where do I go from here? The students in the first group have been requesting some time in survival mode. I want to put together a survival scenario for them. They even responded positively when I mentioned I would ask them to make a survival journal of the experience. As much as I would like to do a Rube Goldberg project with them, I want to take advantage of their motivation in this area and see where it goes from there.
The second group would not do as well in survival mode, I think. They are more interested in building and exploring. Maybe I could take this group in a more architecture or mapping focused direction. We'll see. Any comments or suggestions are welcome.
Thursday, March 29, 2012
"Oh, WOW"
I think the recent meeting of the Minecraft club has been the most successful so far. I learned last week that the students want a challenge, a problem to solve, but they also want a way to preserve their work from week to week. So my new strategy for the group is to have some sort of challenge for them to complete, and upon completion reward them with free-build time. All of this will take place in the same world, but I will keep the challenge areas in a different part of the world from where they are working on their village. This week was the first time I experimented with the teleportation and information blocks included in the EDU mod. Those were handy. I had a little bit of problem with the info blocks teleporting people above ground when you walked over them, but I solved that by putting a block on top of them. The teleporters were great for allowing students to explore the world to find the perfect building spot and making it easy for them to find the spot again, or allow others to easily to see what everyone else was up to.
The students had become fairly proficient navigators of Minecraft, but they had no experience in caves or relying on torches for light. So for yesterday's challenge I used the no-clip build mode to fly underground and find an expansive cave network. After exploring the cave and blocking off a couple of side passages I decided it would work for what I wanted to do. Students began in one end of the cave, had unlimited torches, and had to find their way out. It went fairly smoothly, with students splitting up in the cave to explore the different passages. The final challenge of the cave was that once they found the exit, they had to swim up a waterfall to reach it. Slightly counter-intuitive, but they figured it out quick enough. The best moment of the day happened when one student exited the cave, saw the world outside, and exclaimed, "Oh wow!" From that point on they rushed out into the world, staking claims and beginning construction. While they were in the cave I kept them out of creative mode so they couldn't just bust their way out, but once they were above ground I put them in creative mode. I would like to do something with survival mode in the future, maybe a shipwreck-type simulation with a journaling component, but that can wait for another time.
This week at the after-school program students were doing some experiments with circuits and lightbulbs, which could segway perfectly into beginning some work with redstone in MC. I could easily integrate this into my new strategy of giving students a problem to solve with the reward of free-build time. An assignment might look like this: "Create a circuit to open this door using elements x, y, and z. Beyond the door lies a teleporter to take you to your village." I could create some sort of math challenge, requiring students to build a structure with certain square footage or volume requirements, or do an architecture project where they need to draw up plans for a structure on grid paper and then build it in game. Feel free to offer ideas for other challenges or ways I could be using this tool in the comments -- all input is valuable.
The students had become fairly proficient navigators of Minecraft, but they had no experience in caves or relying on torches for light. So for yesterday's challenge I used the no-clip build mode to fly underground and find an expansive cave network. After exploring the cave and blocking off a couple of side passages I decided it would work for what I wanted to do. Students began in one end of the cave, had unlimited torches, and had to find their way out. It went fairly smoothly, with students splitting up in the cave to explore the different passages. The final challenge of the cave was that once they found the exit, they had to swim up a waterfall to reach it. Slightly counter-intuitive, but they figured it out quick enough. The best moment of the day happened when one student exited the cave, saw the world outside, and exclaimed, "Oh wow!" From that point on they rushed out into the world, staking claims and beginning construction. While they were in the cave I kept them out of creative mode so they couldn't just bust their way out, but once they were above ground I put them in creative mode. I would like to do something with survival mode in the future, maybe a shipwreck-type simulation with a journaling component, but that can wait for another time.
This week at the after-school program students were doing some experiments with circuits and lightbulbs, which could segway perfectly into beginning some work with redstone in MC. I could easily integrate this into my new strategy of giving students a problem to solve with the reward of free-build time. An assignment might look like this: "Create a circuit to open this door using elements x, y, and z. Beyond the door lies a teleporter to take you to your village." I could create some sort of math challenge, requiring students to build a structure with certain square footage or volume requirements, or do an architecture project where they need to draw up plans for a structure on grid paper and then build it in game. Feel free to offer ideas for other challenges or ways I could be using this tool in the comments -- all input is valuable.
Monday, March 26, 2012
Prison Break
This week in Minecraft I put my students in groups of two and gave
them the task of building something, anything, in 40 minutes and then to
display their creation to the other students. I wanted them to focus
on building without having to worry about terraforming or gathering
resources, so I made two large bedrock boxes (approx. 40 block cubes)
and provided them with unlimited resources. I felt bad essentially
dropping them into prisons and forcing them to build, because a lot of
creativity in MC can come from the environment around you. I tried to
remove a little bit of the prison ambience by at least giving them a
grassy floor to start out with.
One of the pairs surprised me with their first actions in the arena: instead of building, they started digging (halted quickly by bedrock) and made patterns in the dirt ground, writing their names, replacing the grass with colored wool, etc. Understandably, most students' first actions were to try and escape the boxes, but when that wasn't immediately attainable they began building. It was their first exposure to stairs, glass, and colored wool, which led to interesting discussions about whether or not it is ok to build a glass house as well as attempts to build staircases out of the boxes (which were eventually sucessful). Outside the boxes was just a flat grassland, but that wasn't really the students' goal in escaping. They wanted to look over the wall at what the other students were building. Although I don't think I will use this type of activity again with these students, I am pleased at how everything worked out.
The students are getting fairly comfortable (for the most part) with the controls of MC, how to build, etc. Also, the students want to explore more -- boundaries can be used as powerful tools. The boxes I dropped the students in originally served to keep them focused on the task I was hoping they would complete (building a structure), but it turned into a puzzle (how do I spy on what they other groups are building?). I didn't intend for it to be a puzzle, but the kids made it one. I want to figure out more ways to do this -- use MC to give students a simple task and let them find a puzzle in it.
One of the pairs surprised me with their first actions in the arena: instead of building, they started digging (halted quickly by bedrock) and made patterns in the dirt ground, writing their names, replacing the grass with colored wool, etc. Understandably, most students' first actions were to try and escape the boxes, but when that wasn't immediately attainable they began building. It was their first exposure to stairs, glass, and colored wool, which led to interesting discussions about whether or not it is ok to build a glass house as well as attempts to build staircases out of the boxes (which were eventually sucessful). Outside the boxes was just a flat grassland, but that wasn't really the students' goal in escaping. They wanted to look over the wall at what the other students were building. Although I don't think I will use this type of activity again with these students, I am pleased at how everything worked out.
The students are getting fairly comfortable (for the most part) with the controls of MC, how to build, etc. Also, the students want to explore more -- boundaries can be used as powerful tools. The boxes I dropped the students in originally served to keep them focused on the task I was hoping they would complete (building a structure), but it turned into a puzzle (how do I spy on what they other groups are building?). I didn't intend for it to be a puzzle, but the kids made it one. I want to figure out more ways to do this -- use MC to give students a simple task and let them find a puzzle in it.
Freedom
After two sessions of working in the tutorial world I decided to give
students a little more freedom and see what would happen if I turned
them loose in a new world. They had the concepts of moving, building,
and destroying blocks down pretty well, so this week I wanted to focus
on gathering resources and crafting tools. I found a printable
minecraft recipe book online (http://www.mediafire.com/?b21fufrt7u18ezb)
and made a couple copies of it for general use. If we had better
computers, I would have just had students look at the Minecraft wiki
page in the background, but I didn't want to risk the computers giving
them any more issues than necessary. My goal for the lesson was to have
each group work together to start building a house. To achieve this
goal students would have to craft tools and gather resources as well,
giving them all the basic skills they need to go on to bigger and better
things.
Looking back at how it went, I worry that I gave the first group of students a little too much freedom. I spent too much time bending over students' shoulders, explaining what a crafting square is, showing them where to find certain tools in the recipe book and how to get the ingredients for these tools. One difficulty was the topography of the world we were in: it was a hilly forest, which made it very easy for students to get separated, reducing the potential for the group to work together. The lesson was successful in the end -- everyone had learned how to build tools and gather resources, but I could have gone about it better.
With the second group I took a couple of minutes before we sat down at the computers to explain the recipe book and how to use it. I still spent a good amount of time leaning over shoulders, but they were picking it up quicker, it seemed. Another difference with the second group was the world that they were in: it was largely snowy grassland with very few trees. This made it much easier for everyone to stay together, share ideas, and, by the end of the session, build a house together.
Each day I learn more and more of how to make this work better. While it is great to give students freedom and take the project where they want to go, I need to make sure I am giving them enough support for this to be successful. This also means I need to know the worlds that we are using before the session starts, and whether or not a particular world will work for what I hope to accomplish. Today that didn't happen because I spent a good amount of time updating MinecraftEdu to v0.98, but hopefully this next week I'll get some time to experiment with the new tools in the update and have some maps planned out. Also, I want to show the students some videos of what other people are creating in Minecraft (architecture projects, Rube Goldbergs, adventure map creation [How cool would it be if students designed an adventure map, complete with story and characters?], etc.). I have a couple of things in mind, but if anyone actually reads this and has some cool Minecraft links I would appreciate it.
(Also, the lag problems I had last week have disappeared (thankfully). I assume the server just needed to be reset.)
Looking back at how it went, I worry that I gave the first group of students a little too much freedom. I spent too much time bending over students' shoulders, explaining what a crafting square is, showing them where to find certain tools in the recipe book and how to get the ingredients for these tools. One difficulty was the topography of the world we were in: it was a hilly forest, which made it very easy for students to get separated, reducing the potential for the group to work together. The lesson was successful in the end -- everyone had learned how to build tools and gather resources, but I could have gone about it better.
With the second group I took a couple of minutes before we sat down at the computers to explain the recipe book and how to use it. I still spent a good amount of time leaning over shoulders, but they were picking it up quicker, it seemed. Another difference with the second group was the world that they were in: it was largely snowy grassland with very few trees. This made it much easier for everyone to stay together, share ideas, and, by the end of the session, build a house together.
Each day I learn more and more of how to make this work better. While it is great to give students freedom and take the project where they want to go, I need to make sure I am giving them enough support for this to be successful. This also means I need to know the worlds that we are using before the session starts, and whether or not a particular world will work for what I hope to accomplish. Today that didn't happen because I spent a good amount of time updating MinecraftEdu to v0.98, but hopefully this next week I'll get some time to experiment with the new tools in the update and have some maps planned out. Also, I want to show the students some videos of what other people are creating in Minecraft (architecture projects, Rube Goldbergs, adventure map creation [How cool would it be if students designed an adventure map, complete with story and characters?], etc.). I have a couple of things in mind, but if anyone actually reads this and has some cool Minecraft links I would appreciate it.
(Also, the lag problems I had last week have disappeared (thankfully). I assume the server just needed to be reset.)
Round 2
Minecraft Club met last week for the second time. During this time
we went through the second half of the tutorial map, giving students a
chance to practice copying simple shapes and get used to right/left
clicking to create/destroy. Some of the shapes required the students to
build simple scaffolding to get up high enough for completion. One
student figured out that you can place a block under your feet if you
time it right during a jump and was able to teach the trick to the
classmates sitting next to him. As soon as they got through that they
were quickly exploring, trying to see who could get to the top of the
nearby mountain first. Next week I'm entertaining the idea of a
survival island senario or possibly making a treasure hunt map for them
(idea from http://minecrafteduelfie.blogspot.com/2012/03/just-in-time-vs-just-in-ca...).
Right now the schedule at the after-school only allows for Minecraft once a week, but that might be changing due to popular demand. Also, I'm intrigued at the potential Minecraft poses as a tool in tutoring, if I could somehow use the program to help students have a better concept of arrays or something like that. I've got the tool, why not use it?
There were a couple of technical problems we encountered, which may be due to the limitations of the computer I am using to run the server. When students try to break blocks they sometimes reappear at random, making resource collection frustrating. There were also some lag issues when trying to place blocks. The thing that I don't understand is when they left the tutorial area of the map and tried to continue building: they could place blocks to their hearts' content, but they were unable to break any blocks unless I put them in creative mode. In creative mode they could build/destroy without problems. I'll do some experimenting this week to see if it was an isolated problem or what-not.
Right now the schedule at the after-school only allows for Minecraft once a week, but that might be changing due to popular demand. Also, I'm intrigued at the potential Minecraft poses as a tool in tutoring, if I could somehow use the program to help students have a better concept of arrays or something like that. I've got the tool, why not use it?
There were a couple of technical problems we encountered, which may be due to the limitations of the computer I am using to run the server. When students try to break blocks they sometimes reappear at random, making resource collection frustrating. There were also some lag issues when trying to place blocks. The thing that I don't understand is when they left the tutorial area of the map and tried to continue building: they could place blocks to their hearts' content, but they were unable to break any blocks unless I put them in creative mode. In creative mode they could build/destroy without problems. I'll do some experimenting this week to see if it was an isolated problem or what-not.
wasd? -- Day 0 in Minecraft
The last site I was using to host my blog about using the Minecratft EDU mod at an after-school program has folded due to greater inactivity, so I am migrating my blog here. This blog is to track my progress of experimenting with Minecraft in an educational after-school program for refugee students in Western New York.
Today was the first time any of the kids at our program had heard of Minecraft. It involved two 45-minutes sessions of four kids each. I wish I could get more kids on at a time (there is certainly interest among the others in the program), but that is all our current equipment allows for. MinecraftEdu worked great aside from one hiccup. Due to a problem with one computer, I had to bring in my personal laptop so that I could have a spot on the server with the kids. Unfortunately I hadn't installed MinecraftEdu on it yet, and there is currently a bug in Minecraft 1.1 with the installer (scheduled to be resolved within the week, I'm told) so I couldn't get it installed. I was able to get in touch with support at MinecraftEdu rather quickly and with their help had the machine running before the end of the second session. Because of this, most of the time I was hovering over kids' shoulders, pointing out which way to go, giving mini-tutorials on running and jumping at the same time, etc. I had one student's account set up with teacher settings so that I had access to them if I needed them, but I was hestitant to use them too much because that meant having a kid slide off his computer until I was done.
Some of the kids picked it up really quick -- they were running through the tutorial pretty quickly, getting bored with looking for levers and wanting to just start building. A great moment was when a kid hit the first lever while the group of students was standing near the door; the suddenly open door surprised them and incited a moment of brief excitement as they all ran through the door as fast as they could to see what would happen next.
But then there were also a couple kids who had never used "wasd" before. I quickly forget that although I have been playing games all my life, the concept of using space to jump must be taught at some point. And for a couple of kids, today was that day. They all made considerable progress by the end of the 45 minutes, but it will still take some time before they really feel comfortable with the game.
I'm not sure yet just what sort of direction this group is going to take. I want to let the kids get more familiar with how to play the game and see what they are interested in from there. I've got plenty of ideas for the group (but am always open to more), but I really want the kids to be able to make it their own.
Today was the first time any of the kids at our program had heard of Minecraft. It involved two 45-minutes sessions of four kids each. I wish I could get more kids on at a time (there is certainly interest among the others in the program), but that is all our current equipment allows for. MinecraftEdu worked great aside from one hiccup. Due to a problem with one computer, I had to bring in my personal laptop so that I could have a spot on the server with the kids. Unfortunately I hadn't installed MinecraftEdu on it yet, and there is currently a bug in Minecraft 1.1 with the installer (scheduled to be resolved within the week, I'm told) so I couldn't get it installed. I was able to get in touch with support at MinecraftEdu rather quickly and with their help had the machine running before the end of the second session. Because of this, most of the time I was hovering over kids' shoulders, pointing out which way to go, giving mini-tutorials on running and jumping at the same time, etc. I had one student's account set up with teacher settings so that I had access to them if I needed them, but I was hestitant to use them too much because that meant having a kid slide off his computer until I was done.
Some of the kids picked it up really quick -- they were running through the tutorial pretty quickly, getting bored with looking for levers and wanting to just start building. A great moment was when a kid hit the first lever while the group of students was standing near the door; the suddenly open door surprised them and incited a moment of brief excitement as they all ran through the door as fast as they could to see what would happen next.
But then there were also a couple kids who had never used "wasd" before. I quickly forget that although I have been playing games all my life, the concept of using space to jump must be taught at some point. And for a couple of kids, today was that day. They all made considerable progress by the end of the 45 minutes, but it will still take some time before they really feel comfortable with the game.
I'm not sure yet just what sort of direction this group is going to take. I want to let the kids get more familiar with how to play the game and see what they are interested in from there. I've got plenty of ideas for the group (but am always open to more), but I really want the kids to be able to make it their own.
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