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Maker culture and Minecraft: implications for the future of learning

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Youngkyun Baek, Ellen Min & Seongchul Yun. (2020) Mining Educational Implications of Minecraft. Computers in the Schools 37:1, pages 1-16.
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Hanife AKTAŞ KUMRAL & Emre ÇAM. (2023) The Effect of Coding Education with Minecraft EDU on Students' Problem Solving Skills and Their Attitudes towards CodingMinecraft EDU ile Kodlama Eğitiminin Öğrencilerin Problem Çözme Becerilerine ve Kodlamaya Yönelik Tutumlarına Etkisi. Uluslararası Türk Eğitim Bilimleri Dergisi 2023:20, pages 1-40.
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Serena Grimaldi, Barbara Attanasio & Aurelio La Corte. (2021) A novel approach for the design of context-aware services for social inclusion and education. Human Systems Management 40:2, pages 185-196.
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Shakti Chaturvedi & Thomas Enias Pasipanodya. (2021) A Perspective on Reprioritizing Children’s’ Wellbeing Amidst COVID-19: Implications for Policymakers and Caregivers. Frontiers in Human Dynamics 2.
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Andrezza da Costa Rodrigues Basile, Felipe Rodrigues Martinez Basile & Leonardo Juan Ramírez López. (2020) La robótica creativa para el desarrollo de la cultura Maker inclusiva en la enseñanza fundamental: caso Escuela Municipal de Capistrano de Abreu, en São Paulo, Brasil. Revista de Investigación en Educación Militar 1:1, pages 69-91.
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Sonia Tiwari. (2020) Q-Bot, the Quarantine Robot: Joint-media engagement between children and adults about quarantine living experiences. Information and Learning Sciences 121:5/6, pages 401-409.
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Krithika Jagannath, Katie Salen & Petr Slovàk. (2020) "(We) Can Talk It Out...": Designing for Promoting Conflict-Resolution Skills in Youth on a Moderated Minecraft Server. Proceedings of the ACM on Human-Computer Interaction 4:CSCW1, pages 1-26.
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Youngkyun Baek & Achraf Touati. (2019) Comparing Collaborative and Cooperative Gameplay for Academic and Gaming Achievements. Journal of Educational Computing Research 57:8, pages 2110-2140.
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Matthew Kearney, Kevin Burden & Sandy SchuckMatthew Kearney, Kevin Burden & Sandy Schuck. 2020. Theorising and Implementing Mobile Learning. Theorising and Implementing Mobile Learning 129 151 .
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Eric Hamilton & Veera Kallunki. 2020. Encyclopedia of Education and Information Technologies. Encyclopedia of Education and Information Technologies 623 635 .
Carina Girvan & Timothy Savage. (2019) Virtual worlds: A new environment for constructionist learning. Computers in Human Behavior 99, pages 396-414.
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Jorge García-Fernández & Luís Mateus. (2019) Solution supporting the communication of the built heritage: Semi-automatic production path to transfer semantic LIDAR data to minecraft environment. Digital Applications in Archaeology and Cultural Heritage 14, pages e00112.
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Jorge Garcia-Fernandez & Leonor Medeiros. (2019) Cultural Heritage and Communication through Simulation Videogames—A Validation of Minecraft. Heritage 2:3, pages 2262-2274.
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Fengfeng Ke, Kathleen M. Clark & Seyda Uysal. (2019) Architecture Game-Based Mathematical Learning by Making. International Journal of Science and Mathematics Education 17:S1, pages 167-184.
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Marina Wernholm. (2019) Children’s shared experiences of participatingin digital communities. Nordic Journal of Digital Literacy 13:4, pages 38-55.
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Sherry Yi. 2019. Educational Technology and Resources for Synchronous Learning in Higher Education. Educational Technology and Resources for Synchronous Learning in Higher Education 188 210 .
Jari Multisilta & Pauliina Tuomi. 2019. Encyclopedia of Education and Information Technologies. Encyclopedia of Education and Information Technologies 1 9 .
Eric Hamilton & Veera Kallunki. 2019. Encyclopedia of Education and Information Technologies. Encyclopedia of Education and Information Technologies 1 14 .
Carolyn J. Stufft. (2018) Engaging Students in Literacy Practices Through Video Game Book Groups. Literacy Research: Theory, Method, and Practice 67:1, pages 195-210.
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Katie Davis, Julian A. Boss & Perry Meas. (2018) Playing in the Virtual Sandbox. International Journal of Game-Based Learning 8:3, pages 56-76.
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Sue Walker, Maria Hatzigianni & Susan J. Danby. 2018. Digital Childhoods. Digital Childhoods 85 100 .
Natalia Kucirkova. (2017) How Can Digital Personal(ized) Books Enrich the Language Arts Curriculum?. The Reading Teacher 71:3, pages 275-284.
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Kevin John Burden & Matthew Kearney. (2017) Investigating and critiquing teacher educators’ mobile learning practices. Interactive Technology and Smart Education 14:2, pages 110-125.
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