<p> Two questions drove this case study. 1) To what extent does playing the online computer game Minecraft at home in a multiplayer environment impact a player's media literacy skills of analysis, evaluation, and access? 2) To what extent does playing the online computer game Minecraft at home in a multiplayer environment impact a player's 21<sup>st</sup> century skills of critical thinking, creativity, communication, and collaboration? The study employed quantitative and qualitative research methods (pre and posttest, survey, and interview) using a case study design, enabling an opportunity for in-depth data gathering in a naturalistic environment.</p><p> Using pre and posttest, the researcher assessed whether participants' 21<sup>st</sup> century skills changed over the course of a 24 week period. Participants’ media literacy skills were assessed at the beginning and end of the study, using a pretest/posttest method adapted for use with younger children from the Arke and Primack Media Literacy Measure (2009). In addition, media literacy skills and the Four Cs skills were assessed using a combination of survey, reflective questioning, and interview methods. Analysis of the data shows that participants' media literacy skills did improve at the end of six months of gameplay, and playing Minecraft multiplayer did provide opportunities for participants to practice 21<sup>st</sup> century skills.</p>
Identifer | oai:union.ndltd.org:PROQUEST/oai:pqdtoai.proquest.com:10020378 |
Date | 27 February 2016 |
Creators | Morgan, Mia Lynn |
Publisher | New England College |
Source Sets | ProQuest.com |
Language | English |
Detected Language | English |
Type | thesis |
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