Gamified Learning: Teaching Coding and Creative Thinking with Minecraft: Education Edition (M:EE) for Thai Students

This study explores the challenges and effectiveness of game-based learning (GBL) through Minecraft: Education Edition (M:EE) in teaching coding and fostering creative thinking among fourth-grade students in Thailand. Conducted over eight weeks in 2023 at a laboratory school in Bangkok, the study involved 284 students. Data was gathered using scoring rubrics and reflection questionnaires to assess the impact on students’ coding and creative thinking skills. The results indicated that students reached high levels of performance in both areas, although more complex coding tasks posed challenges. Notably, performance was consistent across genders, but students who struggled with navigating the platform tended to score lower. Several challenges were identified, including limited English proficiency, platform instability, and difficulties in mouse and keyboard usage. Despite these challenges, students expressed high levels of enjoyment, particularly in collaborating on creative projects. They also demonstrated improvements in teamwork, problem-solving, and communication skills. The immersive and interactive nature of M:EE was well-received, fostering engagement and collaboration among the students. While the overall results suggest that M:EE is an effective tool for enhancing coding and creative thinking skills in young learners, the study also highlights areas for improvement. Technical difficulties, such as platform instability, and the need for additional support for students struggling with the platform, were noted as areas requiring attention. Furthermore, the study suggests that future research could explore ways to integrate additional scaffolding and support to address the challenges encountered by students with limited English proficiency and those less familiar with digital tools. Overall, the study affirms the potential of M:EE as a valuable tool in GBL for young learners, with further refinement of pedagogical approaches recommended to enhance its effectiveness.

Authors

Publication Details

Journal
Journal of Education and Learning
Published
2025-03-09
DOI
https://doi.org/10.5539/jel.v14n4p270
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
0.00
Controls
|||
ALL TIME
JAN
FEB
MAR
APR
MAY
JUN
JUL
AUG
SEP
OCT
article

Gamified Learning: Teaching Coding and Creative Thinking with Minecraft: Education Edition (M:EE) for Thai Students

Thanapat Sripan, Komgrit Manyam
Journal of Education and Learning
Educational Games and Gamification
article

Gamified Learning: Teaching Coding and Creative Thinking with Minecraft: Education Edition (M:EE) for Thai Students

Thanapat Sripan, Komgrit Manyam
article en

Abstract

This study explores the challenges and effectiveness of game-based learning (GBL) through Minecraft: Education Edition (M:EE) in teaching coding and fostering creative thinking among fourth-grade students in Thailand. Conducted over eight weeks in 2023 at a laboratory school in Bangkok, the study involved 284 students. Data was gathered using scoring rubrics and reflection questionnaires to assess the impact on students’ coding and creative thinking skills. The results indicated that students reached high levels of performance in both areas, although more complex coding tasks posed challenges. Notably, performance was consistent across genders, but students who struggled with navigating the platform tended to score lower. Several challenges were identified, including limited English proficiency, platform instability, and difficulties in mouse and keyboard usage. Despite these challenges, students expressed high levels of enjoyment, particularly in collaborating on creative projects. They also demonstrated improvements in teamwork, problem-solving, and communication skills. The immersive and interactive nature of M:EE was well-received, fostering engagement and collaboration among the students. While the overall results suggest that M:EE is an effective tool for enhancing coding and creative thinking skills in young learners, the study also highlights areas for improvement. Technical difficulties, such as platform instability, and the need for additional support for students struggling with the platform, were noted as areas requiring attention. Furthermore, the study suggests that future research could explore ways to integrate additional scaffolding and support to address the challenges encountered by students with limited English proficiency and those less familiar with digital tools. Overall, the study affirms the potential of M:EE as a valuable tool in GBL for young learners, with further refinement of pedagogical approaches recommended to enhance its effectiveness.

Journal of Education and LearningVol. 14(4)
Openalex Percentile: Top 95%
Educational Games and Gamification
AI Navigator

Ask Laika to Summarize, Analyze, and Connect papers live on the map.

Summarize Papers & Methodologies

Extract key findings, datasets, and comparative methods across publications.

Benchmark Rankings & Visual Analytics

Rank top research institutions, authors, funders, topics, and journals by Field-Weighted Citation Impact (FWCI) and paper volume with instant charts.

Connect Distant Disciplines

Bridge topological clusters on the map to find hidden collaborative intersections.

Gamified Learning: Teaching Coding and Creative Thinking with Minecraft: Education Edition (M:EE) for Thai Students — Thanapat Sripan, Komgrit Manyam · Journal of Education and Learning (2025) | TGRS Research Map | TGRS