Exploring the Impact of Minecraft-Based Projects on STEM and SDG Integration in Education: A Case Study

This study explores the potential of Minecraft as an educational tool to enhance student engagement and motivation in STEM subjects while integrating Sustainable Development Goals (SDGs). Despite the growing interest in game-based learning, there is limited research on its impact on primary students’ learning outcomes and the challenges faced by educators. This qualitative study involved five primary students who participated in a Minecraft-based project to design future schools, aiming to assess their engagement, motivation, and understanding of SDGs. The main findings indicate that Minecraft significantly increased student engagement and motivation through active participation, collaborative learning, and creativity. Students also demonstrated a deeper understanding of global issues and SDGs, applying their knowledge in practical, real-world contexts. However, technical, pedagogical, and resource challenges were identified as significant barriers to successful implementation. Practically, the study suggests that educators should incorporate game-based learning tools like Minecraft to foster creativity, collaboration, and real-world problem-solving skills, while addressing the identified challenges through adequate training and resource allocation. Theoretically, the findings contribute to the STEM-PBL principles, situated learning theory, and social constructivism by supporting the effectiveness of engaging, hands-on projects, authentic learning contexts, and collaborative knowledge construction. Future research should explore strategies to overcome implementation challenges, investigate the long-term impact of Minecraft-based projects on students’ academic performance and career choices in STEM fields, and examine the potential of other game-based learning tools in various educational settings. In conclusion, this study highlights the transformative potential of Minecraft in education, offering valuable insights for enhancing STEM education and global awareness.

Authors

Publication Details

Journal
International Journal of Research and Innovation in Social Science
Published
2025-01-01
DOI
https://doi.org/10.47772/ijriss.2025.903sedu0378
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
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article

Exploring the Impact of Minecraft-Based Projects on STEM and SDG Integration in Education: A Case Study

Goh Kok Ming, Anuthra Sirisena
International Journal of Research and Innovation in Social Science
Educational Games and Gamification
article

Exploring the Impact of Minecraft-Based Projects on STEM and SDG Integration in Education: A Case Study

Goh Kok Ming, Anuthra Sirisena
article en

Abstract

This study explores the potential of Minecraft as an educational tool to enhance student engagement and motivation in STEM subjects while integrating Sustainable Development Goals (SDGs). Despite the growing interest in game-based learning, there is limited research on its impact on primary students’ learning outcomes and the challenges faced by educators. This qualitative study involved five primary students who participated in a Minecraft-based project to design future schools, aiming to assess their engagement, motivation, and understanding of SDGs. The main findings indicate that Minecraft significantly increased student engagement and motivation through active participation, collaborative learning, and creativity. Students also demonstrated a deeper understanding of global issues and SDGs, applying their knowledge in practical, real-world contexts. However, technical, pedagogical, and resource challenges were identified as significant barriers to successful implementation. Practically, the study suggests that educators should incorporate game-based learning tools like Minecraft to foster creativity, collaboration, and real-world problem-solving skills, while addressing the identified challenges through adequate training and resource allocation. Theoretically, the findings contribute to the STEM-PBL principles, situated learning theory, and social constructivism by supporting the effectiveness of engaging, hands-on projects, authentic learning contexts, and collaborative knowledge construction. Future research should explore strategies to overcome implementation challenges, investigate the long-term impact of Minecraft-based projects on students’ academic performance and career choices in STEM fields, and examine the potential of other game-based learning tools in various educational settings. In conclusion, this study highlights the transformative potential of Minecraft in education, offering valuable insights for enhancing STEM education and global awareness.

International Journal of Research and Innovation in Social ScienceVol. IX(IIIS)
Openalex Percentile: Top 79%
Educational Games and Gamification
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Exploring the Impact of Minecraft-Based Projects on STEM and SDG Integration in Education: A Case Study — Goh Kok Ming, Anuthra Sirisena · International Journal of Research and Innovation in Social Science (2025) | TGRS Research Map | TGRS