Minecraft in The Math Classroom
Minecraft in The Math Classroom
Aaron Hultstrand
Date
MINECRAFT IN THE MATH CLASSROOM 3
Abstract
The spread of technology is creating the need for teachers to evolve and adapt their
strategies within the classroom. Teachers must continually improve upon their
classroom. This thesis will discuss the classroom implications and application of game-
based learning. Specifically, the use of the video game Minecraft in the high school math
advance the quality of student learning will be examined through a thorough investigation
of the topic. Along with practical example lessons, the benefits and difficulties of such an
Introduction
The current state of math education in the United States is in undeniable need of
students, and the studies have consistently revealed statistics that show the United States
Fleischman, Hopstock, Pelczar, & Shelley, 2010; Vigdor, 2012). As a result, there has
been a recent surge of discussion in education circles revolving around discovering new
techniques and practices to implement in the math classroom that will improve student
involvement and understanding (Vigdor, 2012). Educators recognize that the current
typical math classroom does not engage the learner in a way that creates a desire to learn
and truly understand the concepts. The recent Common Core controversy over new
the math classroom and spark a revival in student achievement. Common Core standards
have been designed in an effort to shift the responsibility of learning more toward the
students (Coffey, 2014). Other implementations that are being experimented with are the
route to improved student competency in mathematics (Jacot, Noren, & Berge, 2014; Old
Standards v. Common Core, 2015; Coffey, 2014). The following discussion will not seek
to dissuade the use or benefit of these methods, but rather it will highlight and promote
the use of an additional resource, namely Minecraft, that can be used either in
MINECRAFT IN THE MATH CLASSROOM 5
Minecraft as a teaching tool, the methods, benefits, and difficulties involved in the
for increased concentration on the quality of education. When the Soviet Union unveiled
the Sputnik satellite, the United States was confronted with the inadequacy of their
current educational status. By successfully launching a satellite into space, the Soviet
Union outpaced the United States in two humbling and worrying ways. First, they had
beaten the United States to space, and second, they had shown that they possessed the
rocket technology needed to fire nuclear missiles across immense distances, distances as
far as mainland United States (Powell, 2007). A direct result of this revelation was the
teachers (Powell, 2007). The National Defense Education Act increased the general
funding for education with a focus on science and mathematics (Powell, 2007). Through
this act the United States hoped to improve the educational prowess of its students
the nuclear missile threat (Powell, 2007). In this case, the response to the revelation of
lackluster education quality resulted in positive results. In the present time, the United
States is once again being confronted by statistics that show a backward slide in
Every three years, the Organization for Economic Cooperation and Development
(OECD) issues the Program for International Student Assessment (PISA). The PISA is
MINECRAFT IN THE MATH CLASSROOM 6
student literacy rates in reading, science, and mathematics (Organization for Economic
Cooperation and Development, 2013). The previous three PISAs have not reflected
highly on the state of United States education, specifically mathematics. The PISA 2009
PISA 2006 scores (Fleischman, Hopstock, Pelczar, & Shelley, 2010). However, the
scores continued to remain below the average OECD scores. Further, the PISA 2009
scores do not appear to be indicative of overall trend since the PISA 2012 scores have
shown another backward slide. From 2009 to 2012, the average mathematics score of the
United States dropped by 6 points from 487 to 481 while the OECD dropped by only 2
points from 496 to 494 (Organization for Economic Cooperation and Development,
2013). However, the rank of the United States in relation to the other participating
countries is even more alarming. The American average was lower than 29 other
countries and not measurably different than 9 countries while being higher than only 26
countries (Organization for Economic Cooperation and Development, 2013). From this it
is unfortunately easy to surmise that the mathematics aspect of the United States
of the world. However, educators have not failed to notice this disparity. Therefore,
similar to the response to Sputnik, educators of present day America are looking for ways
A new wave of educators are putting forth their best ideas to solve the problem of
mathematics education in the United States. Certain portions of the new Common Core
seek to teach math in a fundamentally different way in the hope that students grasp an
MINECRAFT IN THE MATH CLASSROOM 7
intuitive and practical understanding of what they learn. Using the flipped classroom
method in the math classroom has received an increase in popularity (Jacot, Noren, &
Berge, 2014). The idea behind the flipped math classroom is that students are able to use
in-class time to complete the homework assignment while out-of-class time is used to
watch a pre-recorded presentation of the days concept. Therefore, the teacher will be
present to assist and answer questions as students encounter try out the new concept they
have learned. Proponents of this teaching method point to adoption of flipped classrooms
by major universities such as Harvard and the rise of videobased learning communities
such as Khan Academy as signals of its success (Jacot, Noren, & Berge, 2014). Math
classrooms are also experimenting with increased technological integration. One result of
this is that many schools are now providing tablets for their students to use in the
classroom. In fact, 2013 saw a 46% increase in the sale of tablets for educational use,
rising to over 3.5 million devices in sold for that specific purpose (Molnar, 2013). Each
of these methods have met with both success and failure; however, the prolonged impact
of each has yet to be seen. One very recent proposed method extends the focus of using
technology in the classroom to a fairly radical new degree. This method involves using
video games as teaching tools in the math classroom. Video games, such as Portal 2,
Angry Birds, and Minecraft, have all been used as viable teaching tools in the math
Game-based Learning
meaningful choices within problem spaces that may span the visual, spatial, and aural,
and that provide learners with challenges that must be overcome (Cicchino, 2015, p. 2).
In practice, game-based learning typically refers to the use of entire or aspects of video
games, or physical games, as the means through which a teacher instructs the students on
specific learning objectives. It occurs both within the boundaries of the games and
outside of those boundaries. Within a video game, game-based learning begins with the
teacher designing an activity that makes appropriate use of the games capabilities. The
teacher is then able give the students instruction on how to interact within the game in
order to progress toward the learning objective. However, the activity within the game
may only be the starting point for further learning through classroom discussion. In fact, a
study found that the primary use of video games in the classroom was often to encourage
student discussion and collaboration (Groff, Howells, & Cranmer, 2012). Despite
complaints regarding the idea of using video games in the classroom revolving around
time constraints, cost, difficulty of teaching toward an objective, and student distraction
from the topic within the game, game-based learning has been shown to be effective in
the classroom when used properly (Groff, Howells, & Cranmer, 2012). Teachers
motivation (Sandford, Ulicsak, Facer, & Rudd, 2006). They have also reported greater
student engagement in the learning process which led to improved problem solving and
coordination with peers (Groff, Howells, & Cranmer, 2012). A study that delivers
concrete evidence of the viability of game-based learning involved over 600 students and
found that students who used a brain-training console game over a ten-week period
MINECRAFT IN THE MATH CLASSROOM 9
achieved 50% greater accuracy in half the response time on mathematical computations
compared to a group of students who used traditional methods during that same time
period (Groff, Howells, & Cranmer, 2012). The effectiveness of game-based learning still
relies in part on the quality of the teacher though. A quote from a teacher interviewed by
Jennifer Groff illustrates this point about using a video game in the classroom: Its a
tool, its very much a tool, its not an end product, its a tool to engage children in
learning (2012, p. 44). The video game itself does not manifest learning, but rather it is a
tool through which its specific implementation and accompanying discussion manifest
learning.
learning that adheres to the factors laid out above. Minecraft is an open-world, sandbox
video game developed in 2009 that allows players to create nearly any object devised by
their imagination. The basis of construction in the game is three-dimensional blocks that
can be mined and placed according to the players instruction. The near infinite creativity
allowed by Minecraft has led many to label it as a virtual Lego world. This property of
applications that the creator Markus Persson could hardly have imagined at Minecrafts
original release. One of these applications appears in the classroom. In fact, in the last
couple years, the use of Minecraft has experienced a growing presence in education.
MinecraftEdu, the registered teacher edition of Minecraft, was reportedly used by around
1,000 schools across the world at the beginning of 2013 (Bristow, 2013). Amazingly, that
MINECRAFT IN THE MATH CLASSROOM 10
number doubled to an estimated 2,500 schools by the end of 2013, and this number does
not include schools which are using the base edition of Minecraft (Bristow, 2013).
Minecraft. A middle school history teacher together with his students accurately recreated
an ancient Chinese town, allowing the student to simultaneously learn about the Tang
Dynasty, Chinese architecture, and Chinese culture while researching the city (Bristow,
2013). A high school science teacher created a replica of a human cell and its organelles
within Minecraft (Bloom, 2014). He then designed a handout with instructions and
questions for the students to fill out as they explored and learned about the virtual cell
(Bloom, 2014). One third grade teacher ambitiously implemented Minecraft across a
variety of subjects with her students (Stanbery, 2014). One of her activities involved
using the farming aspect of Minecraft to teach her students the correct process of farming
as her students grew wheat and melons (Stanbery, 2014). The variability of Minecraft
involved different English language learning activities for the students (Siddiqui, 2013).
Many of the activities incorporated the need of collaborative learning between the
students so that they would facilitate each others learning. An example of one of the
English teachers activity buildings is a building where two students progress through a
series of challenges revolving around pinpointing the differences between their respective
rooms using English words (Siddiqui, 2013). These examples provide a glimpse into the
releases it from the confines of a single classroom or activity, but rather permits any
teachers. However, the game-based learning brought about by Minecraft does not entirely
abandon traditional teaching methods. Every teacher knows that it is important to identify
a clear learning objective for each lesson to ensure learning occurs. Multiple articles on
the basics of implementing game-based learning in the classroom emphasize this same
importance of having a clear learning objective. Teachers are advised to label a definite
objective that they wish their game-based lesson to reach, in order, that the lesson is
worthwhile (Groff, Howells, & Cranmer, 2012; Sandford, Ulicsak, Facer, & Rudd, 2006).
Just as learning objectives are typically tied to national standards such as the Common
Core, the objectives of game-based lessons can also be tied to national standards. In his
webinar, Jim Pike addresses how he has used Minecraft in his third grade classroom,
specifically in the subject area of math, to teach lessons directly tied to Common Core
standards (2014). It may take ingenuity at times on the part of the teacher to develop a
lesson incorporating video games that covers a national standard, yet it is not a difficult
type of ingenuity but the same type of ingenuity that teachers use every day to create
innovative and engaging lessons that cover national standards. Similar to this is the
importance that teachers use games appropriately. Any supplementary tools used by
must be used appropriately by the teacher if it will benefit the students learning. The use
of video games in the classroom falls under the same requirement (Groff, Howells, &
MINECRAFT IN THE MATH CLASSROOM 12
Cranmer, 2012). The entirety of a game does not need to be used, rather the teacher needs
to decipher which aspects of a game benefit the lesson and use those aspects (Groff,
Howells, & Cranmer, 2012). Ancillary aspects that would distract or hinder the learner
need to be identified by the teacher and avoided during the lesson. In one sense, this
means that despite the fact that video games increased fun and engagement with the
students, video games should not be used in the classroom for this reason. Rather, video
games should be used because of the improved learning possibilities they bring to the
table, of which increased fun and engagement are parts. In an interview covering game-
based learning, one teacher addressed this idea of video games adding to and
should support teacher-led teaching rather than replacing it; it can become a lazy way of
teaching if you are not careful. It needs to be targeted carefully (Allsop, Yildririm, &
draws. Providing time within the classroom for students to discuss the material covered in
the lesson, their struggles and successes, is a key ingredient of enforcing the learning that
occurred in the lesson. This reflection time and discussion is paramount in a game-based
lesson (Sandford, Ulicsak, Facer, & Rudd, 2006). Often these type of lessons require
discussion outside of the lesson itself to ensure students grasp the connection between
what was done in the video game world and what it means in the real world (Pike, 2014).
This link is strengthened in the students minds when they can draw connections and
reflection time. Thus, despite game-based learnings apparent radical shift from
MINECRAFT IN THE MATH CLASSROOM 13
traditional teaching, it retains many of the attributes of traditional teaching that have been
Therefore, there are facets of a Minecraft lesson that will be familiar to all
teachers. However, there are other facets of the lesson that are unique to a Minecraft
lesson as a game-based learning opportunity. First, foremost, and most obviously is the
use of Minecraft itself in the lesson. Teachers who wish to use Minecraft will need to
have a firm understanding of the mechanics and gameplay of Minecraft. While there are
multiple sources available online for interested teachers to garner ideas for math lessons
Minecraft will be able to devise new lessons tailored to their specific classroom (2015).
Minecraft is both a single player and multiplayer experience. Users can play in their own
unique world, or they can join with a group of fellow users to play together in the same
world on a dedicated server. The latter experience will be the most useful in the
classroom. It will manifest itself in the classroom as each student and teacher at a
separate computer in the classroom, yet everyone will be connected on the same server
and joined together in the same Minecraft world. However, this leads to three main
difficulties for the teacher. The first difficulty is the ever present concern of teachers:
digital space of the Minecraft world. As in a normal class, the teacher will have a lesson
plan to follow and specific objectives to fulfill. Therefore, when the class enters the
Minecraft world, the teacher will immediately have certain tasks the students need to
complete. However, in line with the tendency for students to become distracted, the
students may began mining blocks and creating structures in manners not appropriate for
MINECRAFT IN THE MATH CLASSROOM 14
the current lesson. Thus, teachers must work to manage the talking and focus of the
students in the physical world as well as the attentions of the students in the digital world.
The second difficulty arises as the teacher seeks to set up a server which will allow a
streamlined and playable environment for all students and teachers in a single world. The
final difficulty concerns the price involved with providing each student and teacher with
their own copy of Minecraft to play on. Thankfully, there are tools available to teachers
for assistance with these three difficulties. The foremost tool available for educators
tool. Hundreds of users have created mods for Minecraft. According to the Gamepedia
Minecraft's game content from what it originally was (2015, para. 1). These users are
typically called modders. Thus, each of these modders have taken the traditional game of
Minecraft and tailored and tweaked it to fit their specific wants and needs. MinecraftEdu
Koivisto and Joel Levin, which focuses on the educational potential of Minecraft (Farber,
2015). This educational focus sets it apart from most Minecraft mods, but a second aspect
of MinecraftEdu also sets it apart from typical mods. MinecraftEdu is officially supported
is able to sell officially licensed copies of Minecraft coupled with their MinecraftEdu
enhancements and benefits that teachers greatly appreciate when using Minecraft in the
classroom. At its foundation, Minecraft is a sandbox style video game which allows
players to do virtually anything they want within the game. This is a key component to its
educational potential; however, it also means teachers need a way to focus their students
attention on the task on hand when it is used in the classroom. MinecraftEdu gives
teachers this ability through simple to click buttons in an in-game dialog box
(TeacherGaming, 2015). Teachers can switch their viewpoint from Creative Mode,
viewpoint of the avatar, to Spectate Mode, which allows for fast mobility and a birds eye
view for the teacher to easily survey the students (TeacherGaming, 2015). If a teacher
wishes to garner the students full attention, they can freeze all students so that they are
unable to move or mine blocks but must focus on the teacher (TeacherGaming, 2015).
Another aid for focusing student attention that MinecraftEdu provides is the ability for
the students to mute students in game (TeacherGaming, 2015). This mute feature works
both for type chat in the game and voice chat if the students are using headsets. For a
lesson which requires students to only explore a pre-built world without building on the
students parts, the teacher can prevent students from having the ability to mine and place
players fending off attacks from hostile computer controlled creatures or other players. If
a player fails to defend themselves sufficiently, their avatar will be killed and forced to
respawn. MinecraftEdu allows teachers to turn off hostile creatures and more importantly
The above features of MinecraftEdu aid teachers with the classroom management
equally impressive set of features to aid in the lesson delivery itself. The Assignment
feature allows teachers to create multiple assignments for a given activity which
students can view and mark as finished when they have completed that assignment
items in their inventories, teachers can write a simple command in the menu and every
student or specific students will be given that tool or item (TeacherGaming, 2015). This
feature is extremely useful in the classroom where time is a valuable resource. It allows
teachers to proceed to the activity with one button click instead of having to walk from
avatar to avatar and giving the necessary items to each one individually. Another time-
saving feature is the ability for teachers to set up teleport stations which they can label
and quickly teleport everyone or select individuals to and from during the lesson
(TeacherGaming, 2015). Therefore, teachers will not have to waste time leading the
students across their world to the next activity within the world. The core of Minecraft
gameplay is the building and destroying of blocks within the world. MinecraftEdu
provides tools to make this process more efficient if desired by the teacher. MinecraftEdu
allows teachers to fill or clear large sections of the world with a specific block type with a
single click and drag rather than placing each individual block (TeacherGaming, 2015).
In a typical Minecraft game, players can place or destroy a block only within a four block
radius of their avatar. However, MinecraftEdu allows long distance building which
2015). In a scenario where a teacher is hovering above, supervising the students, this
MINECRAFT IN THE MATH CLASSROOM 17
feature will be useful to alter the terrain as needed from their raised position. The above
features are the most prominent and useful features offered in the gameplay of
MinecraftEdu, but it is not a complete feature list. The MinecraftEdu wiki provides an
MinecraftEdu provides a streamlined solution. The base PC Minecraft cost $26.95 per
license (Mojang, 2015). Because of the partnership with Mojang, MinecraftEdu is able to
offer a discounted price on Minecraft licenses. If fewer than 25 licenses are bought, each
license costs $18 (TeacherGaming, 2015). If 25 or more licenses are bought, each license
costs $14 (TeacherGaming, 2015). Teachers will need to buy one license for each student
in the class including the teachers themselves. In addition, teachers will need to purchase
server license, teachers are given the streamlined hosting solution to address the above
mentioned difficulty. The server license permits the installation and use of the
MinecraftEdu Server Software which allows teachers to connect with their students and
play together in a single virtual world (TeacherGaming, 2015). The MinecraftEdu server
is simple to use since it is an officially supported server, and the MinecraftEdu wiki
includes additional information for user help regarding the server. The MinecraftEdu
server also addresses the possible issue of unwanted players joining the game. It has a
setting to limit the number of players who join a game; therefore, teachers can set the
number at the exact size of their classroom (TeacherGaming, 2015). Also, the server may
be set up to go through the schools LAN network which then allows for a secure
connection to only the computers on that network. In summary, for an average classroom
MINECRAFT IN THE MATH CLASSROOM 18
size of 25 students, math teachers seeking to use MinecraftEdu will spend $405 on
licenses. This price seems high at first glance, but it is much lower compared to the price
of $700 if the base Minecraft game were bought. It is also a one-time cost and may be
shared outside of the math classroom. The game could be installed and set up in the
schools communal computer lab and used by classes of history, art, English, and other
subject areas. The high starting price tag of integrating Minecraft in the math classroom
should not be a deterrent to interested math teachers because the extensive and lasting
options it provides assuage that price tag. Thus, MinecraftEdu addresses the server and
price difficulty.
There are countless Minecraft mods available for users to install onto their base
game. It would be beneficial for math teachers interested in Minecraft to investigate these
mods in case there is one fitted specifically for the lesson or lessons they have in mind.
However, MinecraftEdu provides the broadest and most useful tools for the typical
classroom setting in addition to the lower price point its privileged status of being
It will now be useful to look at specific examples of how Minecraft can be used
effectively in the math classroom. Stephen Elford, whose blog was mentioned above, is a
secondary teacher experienced in using Minecraft in the math classroom (2015). His blog
and resources for the educational use of Minecraft. Elford has created multiple original
activities for use in his math classroom and provides templates and walk-throughs of
MINECRAFT IN THE MATH CLASSROOM 19
these activities for interested teachers to use for their own classroom. One of his activities
uses dispensers and sheep to teach the basics of theoretical and experimental probability
(Elford, 2015). The lesson is best suited for a statistics classroom that is just being
introduced to the subject of probability. The basis of the lesson is designed for one class
period; however, Elford discusses additional, related activities that may be added on to
provide more critical thinking opportunities for the students and extend the length of the
lesson to two class periods. Elford even provides a rough script on his blog which walks
interested teachers through the delivery of the lesson (2015). Further, the MinecraftEdu
World Library contains a link to download Elfords world, Sheep Probability, which
contains the structures for this lesson (TeacherGaming, 2015). It is worth mentioning this
available for download and designed for lessons in varying subjects, including
Figure 1. Sheep Pens. When their button is pressed, each dispenser will
put forth a random dye which students will use to dye the sheep
surrounding the respective pen.
MINECRAFT IN THE MATH CLASSROOM 20
The lesson, Sheep Probability, begins with students investigating the contrast
between theoretical and experimental probability using dispensers. Initiate the lesson by
transporting the students to the sheep pens, as seen in Figure 1, and assigning each
student a pen. Each pen has a dispenser whose nine slots are filled with nine different
wool dyes. Inside the pen, each student will operate the dispenser nine times and dye the
nine sheep surrounding the pen with those nine dyes. The students will then record the
data of what colors and how many of each were dispensed. The activity is now subject to
discussion as the teachers asks for results, what the students expected the results to be,
and how the results could be improved to be closer to expected. The discussion at this
point forces students to contemplate the difference between theoretical and experimental
1
probability. The theoretical probability of a specific colored dye being dispensed is
9
since each slot has a different dye, or in other words, each sheep should be dyed a
different color. Undoubtedly though students will report results that state multiple sheep
of the same color, evidencing the reality of experimental probability. The discussion is an
opportunity for students to think critically and propose solutions to improve results.
truly random. Thus, the next step is to act on these proposed solutions by having the
students perform multiple trials and recording the results. Once another discussion is had,
students may decide the results still do not sufficiently meet expectations. Thus, it would
be worthwhile to test the validity of the randomness of the dispenser. Elford suggests
using a true random number generator, such as an Excel function, run multiple trials on
this generator, and compare results between generator and dispenser. The generator step
students may come to the conclusion that Minecraft dispensers favor a certain slot or are
not truly random. Elford proposes that this portion of the lesson will take approximately
an educational tool. The basis of the lesson is to teach probability, and students do this in
multiple ways. They will figure out the probability of a specific dye being dispensed and
understand the relationship between probability and statistics as they compare the
proposed probability with the actual ratio of dispensed dyes. However, this lesson
interweaves fundamental science themes as well. The students follow the scientific
method as they discuss the data of their first tests, propose methods to improve the
results, and finally come to a conclusion of whether or not their data improved and why
or why not. Also, students are exposed to the often stark difference between the
theoretical and experimental when performing experiments. The activity serves as a good
lesson that scientific experiments, specifically in this case probability experiments, are
difficult to design and perform such that they adhere perfectly to the sound theoretical
values proposed. Elford also provides further activities to extend this lesson to another
class period. One additional activity asks students to breed sheep of different colors and
record what color the offspring are. Using this information, students will attempt to guess
the color and probability of it being that color for a mystery sheep based off of the
sheeps parents. This extension deepens the students understanding of probability as they
contemplate and combine multiple factors. It also touches on the biological topic of
Punnett squares as students discover what affects the offsprings color. One last extension
to this lesson proposed by Elford is for students to develop their own probability
MINECRAFT IN THE MATH CLASSROOM 22
something other than dyes and different proportions, or it may be something entirely of
the students own devising. Further information on this lesson can be found on Elfords
blog (2015). But this final extension provides students an opportunity to synthesize their
knowledge of probability in the creation of their own experiment. A crucial aspect of this
activity is allowing students to explore and create inside Minecraft with minimal bounds
and according to their imagination. Thus, the combination of these three activities
Minecraft can teach fundamental topics of mathematics, integrate multiple subject areas,
and, most importantly, provide a fun and creative environment for students to pursue
learning in.
can be used in the algebra classroom. The varying amount of time required to break
different blocks when mined is the game mechanic of Minecraft upon which the lesson is
built. For example, if a player uses a stone pickaxe, lapis lazuli blocks take 1.15 seconds
to break but cobblestone blocks require only 0.75 seconds. Using these constants,
teachers can ask students to build a structure on their plot comprising of a set amount of
blocks which is then able to be destroyed within a given time limit. In preparation for the
lesson, the teacher must select a collection of blocks containing three different breaking
times for a given tool with which students will build their structures For examples sake,
we will settle on a stone pickaxe and select stone and lapis lazuli with 1.15 second
breaking time, cobblestone and brick with 0.75 breaking time, and dirt and nether rack
MINECRAFT IN THE MATH CLASSROOM 23
with 0.75 breaking time (a chart depicting the mining times for each block and tool in the
Minecraft world prepared for the lesson should include prepared 9x9 plots of land for
each student to build their structure on. Beside each plot should be a sign labeling the plot
and a chest filled with stacks of the chosen blocks and tools. Optionally, the teacher may
include aesthetic items such as torches and picture frames in the chest. While unnecessary
to the educational aspect of the lesson, these items add to the creativity and freedom
students can express in Minecraft. A display detailing the breaking time of each block
should be visible from each plot. Figure 2 provides a possible arrangement within a world
Figure 2. Layout of Plots. Each student has their own plot where they
can build their custom structures, as scene in the screenshot.
At the start of the lesson, the teacher and students enter the Minecraft world. Once
each student selects a building plot, the teacher may freeze activity and have students
solve a system of three linear equations with three unknowns. Beforehand, the teacher
must have decided on the number of blocks to be used in each structure and how long the
MINECRAFT IN THE MATH CLASSROOM 24
structure must take to break down. Thus, the first two equations will relate these
parameters. Next, the teacher chooses one category of blocks of a single breaking time
and asks students to individually settle on a fixed number for how many of those blocks
they will use in their structure. The third equation in the system is simply assigning the
variable of the chosen category to this number. Using the above example selection of
will use 100 blocks. The teacher told the students to limit how many dirt and netherrack
blocks they will use, and this student set the limit at 30 blocks. After the teacher has
provided this information, students will solve their system of linear equations, and
therefore allocate how many of each category of blocks they will use. Once this is
accomplished, students may commence on the actual building of their structure. When all
students have finished their structure, the teacher will start a timer and the students will
breakdown their structure as quick as they can. Students will write down their individual
time as soon as they break their last block. The goal for the students is to finish as near to
Discussion should follow immediately upon completion of this last step in the
lessons. Discussion of this activity should revolve around students success, or lack of, in
destroying their structure in the allotted time. Students may find they could not destroy
their structure in time because of various reasons. The dialog may bring up the need to
double check the work in their equations, the selection of their fixed number may have
MINECRAFT IN THE MATH CLASSROOM 25
affected them, or they could come to the realization that they could not move straight
from block to block breaking each in perfect succession. In this case, their speed may
have been affected by a lack of player control or they may recognize that Minecraft
imposes a delay between the breaking of one block to the next. This point is an important
topic for the teacher to emphasize and let students expound upon. It is not directly related
to the lesson, but it allows students to exercise problem solving and experiment
evaluation skills. These are skills essential for designing and optimizing experiments,
skills that can be applied in every area of life under the guise of finding the ideal route to
The preceding lesson is of the authors own creation; subsequently, this serves as
a good reminder that the creative power of Minecraft does not exist just for students, but
for teachers as well. Interested teachers should not use only created lessons found online,
but rather they should play around in Minecraft for themselves and create activities
stylized for their individual classrooms. Two specific math lessons within Minecraft have
been provided. They have been put forth as points of inspiration to stimulate interested
teachers with their own ideas for using Minecraft in the math classroom. The possibilities
of Minecraft are not limited to these two topics but can be applied to nearly any
mathematical topic so long as the teacher can be inspired with the design for the activity,
basic mathematical skills students should learn and how Minecraft can aid in the
basic building blocks are cubes, and players must manipulate these cubes during their
building and mining to create both different and larger geometric shapes compared to that
base cube. Minecraft inserts players into a geometric environment in which they must
exercise spatial awareness and reasoning to effectively interact with the environment of
the game. The Common Core Initiative recognizes that dynamic geometry
environments provide students with experimental and modeling tools that allow them
technique which Common Core emphasizes as a way to improve the ability of geometry
students.
division have a large, though often behindthescenes, role in the gameplay of Minecraft.
players will combine varying quantities of varying items to craft a new item. For
instance, to craft an iron pickaxe the player must combine two sticks and three iron ingots
in the correct layout. Thus, to effectively use the crafting system, players must mentally
calculate the resources needed to craft a specific number of a certain item. Typically,
players are performing these calculations without realizing it, yet the calculations are
often multistep and not so simple as the crafting of each item often has a varying
number of factors associated with it. Continuing the example of crafting an iron pickaxe,
the player must first mine three iron ore blocks and one wood block. The three iron ore
blocks must be smelted down in a furnace to generate the required iron ingots. Each iron
ore block will give one iron ingot, but the player must ensure the furnace has enough coal
MINECRAFT IN THE MATH CLASSROOM 27
to smelt the iron as each piece of coal will only smelt 8 items (Smelting, 2015). Also, the
one wood block will give the player four planks which will in turn generate four sticks
per plank. Thus, the players will recognize that one wood block breaks into sixteen sticks.
Using these gathered resources, the player will then be able to craft an iron pickaxe.
Thus, it is clear that many arithmetic calculations are performed by the player to create a
single item, and these calculations are increased if the player wants craft multiples of an
item. In fact, players looking to craft the maximum number of items with their given
resources solve basic linear programming problems. The first standard in the Standards
for Mathematical Practice put forth by the Common Core concerns the ability of students
of a problem and looking for entry points to its solution. They analyze givens,
constraints, relationships, and goals. They make conjectures about the form and
meaning of the solution and plan a solution pathway rather than simply jumping
finding a way to protect oneself from harmful creatures, devising a method to ensure
access to enough food to survive, or deciding how many resources are needed for a
building project and how to obtain them, players are continually problem solving as they
play Minecraft.
MINECRAFT IN THE MATH CLASSROOM 28
above represent a few of the basic mathematical skills which Minecraft addresses for the
typical player. Targeted lessons and activities within Minecraft are not needed to draw
out these aspects of Minecraft. They are foundational to the gameplay of Minecraft itself.
Yet teachers interested in using Minecraft in the math classroom should keep these
properties of Minecraft in mind and look to emphasize one or more in their lesson. The
student will be exposed to all of these properties by simply playing the game, but the
teacher should look to develop an activity which focuses the learning of the student on a
Minecraft is a relatively new appearance within the classroom, yet teachers have
Minecraft in the classroom (Smeaton, 2013). The study aimed to assist in answering the
question, Is Minecraft a useful teaching tool? (Smeaton, 2013, p. 1). Respondents were
teachers from a variety of disciplines, including three math teachers. The relatively small
sample size of the survey can be attributed to the foundling stage Minecraft currently
holds as a teaching tool, yet despite this Smeatons study provides concrete feedback
from teachers with first-hand experience of Minecraft in the classroom. Overall, the
results of the survey were very positive. Over three quarters of surveyed teachers agreed
that Minecraft developed the following benefits for student learning: self-directed
learning skills, greater motivation and participation, and greater inclination to complete
classwork (Smeaton, 2013). These responses align with the responses of participants
MINECRAFT IN THE MATH CLASSROOM 29
from multiple other game-based learning studies. One teacher in a study responded with
The kids just adored itthe motivation level was really, really high after participation
in a game-based learning project involving video game consoles (Groff, Howells, &
Cranmer, 2012, p. 45). Teachers from this same study emphasized the teamwork and
problem-solving skills which game-based learning produced. After the project, a teacher
recalled, They were definitely working well together effectively, sharing things, making
decisions, a lot of critical thinking was going on as well (p. 46). The interactivity of the
lessons excited and engaged the participating students and the sparked these noted
A key benefit to Minecraft and general game-based lessons is their ability to bring
willingness to help out their peers with difficulties in-game. Even students who were not
typically seen as leaders or vocal took on new roles in the game-based lessons as they
found an opportunity to share with their peers in their area of expertise (Groff, Howells,
& Cranmer, 2012). Secondary STEM teacher Peter Tromba observed this emphasis on
non-traditional roles which Minecraft provides. He has used Minecraft in his lessons
multiple times and regarding the less engaged and detached students, students who,
according to Tromba, were talented and gifted but not necessarily identified as such, he
noticed they cleaved to the world of video games when they were played in the
classroom (2013, p. 20). Minecraft accentuates the distinct and commonly un-touted, yet
valuable, areas of expertise which students may have. Consequently, Tromba noticed that
students who were typically uninclined to partake in discussions or give their input on
activities gained confidence to express their thoughts amongst peers and teachers (2013).
MINECRAFT IN THE MATH CLASSROOM 30
Minecraft accentuates this aspect as a result of it being easy to learn but having a high
less experienced peers learn the basics of the game. It also gives these students the ability
to use their Minecraft knowledge as a springboard for their groups achievement. In fact,
when Matthew Farber, author of Gamify Your Classroom, interviewed MinecraftEdu co-
founder Santeri Koivisto and asked him about the best way to deal with a mixed
collection of Minecraft abilities within the classroom, Koivisto responded that grouping
experienced players with beginners fosters great peer support and a transfer of knowledge
between peers (Farber, 2015). Koivisto went on to say, This is a great way for teachers
who want their teaching to be more interactive, more conversational (p. 99).
Although the learners are highly motivated to play, the teacher needs to be quite strong
with classroom management (2013, p. 12). The need for strong classroom management
comes from the combination of the unique setting of a computer lab, collaboration
amongst students to accomplish the Minecraft activity, player activity within the game,
the novelty of playing a video game in math class, and the simple element of student fun.
When students are having fun, their enthusiasm and outward expression naturally
increase which can lead to issues with classroom management, but chatter stemming
from the excitement of learning is an improvement over chatter stemming from the
boredom of learning. The chatter is also due in large part to student conversations
revolving around ways to accomplish the Minecraft task. Thus, interested teachers should
Minecraft lesson, but it should not be daunting to the teachers once they understand the
generally positive source of the need for this management. One final worry of game-
based learning to address is that it may stifle student creativity by laying out a strict, step-
by-step path that students have to follow to win the games objective. In the case of
Minecraft, the foundation of player driven goals upon which Minecraft is built dispels
this difficulty.
Conclusion
Minecraft is still in the infancy of its implementation in the classroom, even more
so in the math classroom. Yet teachers who have already ventured to implement
Minecraft in their classroom have reported inspiring success. The early reports of success
have caused the small population of teachers using Minecraft to experience rapid growth
within the last couple years. The Internet contains resources, such the MinecraftEdu
World Library, MinecraftEdus forums, and the blog MinecraftEdu Elfie, to aid math
teachers interested in using Minecraft. Still, interested teachers should harness the
fundamental principle of imaginative creativity and freedom which Minecraft offers and
not be afraid to design their own lessons and activities to use in their classroom. Using
Minecraft as a teaching tool offers an awesome opportunity for math teachers to improve
the intrinsic desire for learning in their students and garner the ensuing benefits. David
Smeaton answering the driving question of his survey Is Minecraft a Useful Teaching
Tool? with a resounding Yes ought to offer the integration of Minecraft in the math
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