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The study identifies pedagogical moves that promote communication and collaboration in both classroom and in-game contexts, and it distinguishes three play approaches—directed/guided, scaffolded, and open—linked to critical thinking and creativity or innovation. The results argue that sandbox exploration matters, but teacher decisions determine the extent to which competencies are supported.",{"@graph":69,"@context":122},[70,84,105],{"@type":71,"itemListElement":72},"BreadcrumbList",[73,77,79,82],{"item":74,"name":75,"@type":76,"position":8},"https://docshare.wps.com","Home","ListItem",{"item":78,"name":9,"@type":76,"position":14},"https://docshare.wps.com/document/",{"item":80,"name":40,"@type":76,"position":81},"https://docshare.wps.com/document/research-report/",3,{"item":83,"name":65,"@type":76,"position":19},"https://docshare.wps.com/document/teaching-with-sandbox-games-minecraft-game-based-learning-and-21st-century-competencies/598233/",{"url":83,"name":65,"@type":85,"image":86,"author":91,"headline":65,"publisher":94,"fileFormat":97,"inLanguage":63,"description":67,"dateModified":98,"datePublished":99,"encodingFormat":97,"isAccessibleForFree":100,"interactionStatistic":101},"DigitalDocument",{"url":87,"@type":88,"width":89,"height":90},"https://docshare.wps.com/thumbnails/teaching-with-sandbox-games-minecraft-game-based-learning-and-21st-century-competencies/598233.png","ImageObject",300,407,{"name":92,"@type":93},"Mafia Boss","Person",{"url":74,"name":95,"@type":96},"DocShare","Organization","application/pdf","2026-10-30","2026-10-15",true,{"@type":102,"interactionType":103,"userInteractionCount":24},"InteractionCounter",{"@type":104},"ViewAction",{"@type":106,"mainEntity":107},"FAQPage",[108,114,118],{"name":109,"@type":110,"acceptedAnswer":111},"What was the focus of the study using Minecraft in Ontario classrooms?","Question",{"text":112,"@type":113},"The study examined how Minecraft can be used by educators to support students’ development of 21st century competencies.","Answer",{"name":115,"@type":110,"acceptedAnswer":116},"Which communication and collaboration supports were identified?",{"text":117,"@type":113},"It identified multiple pedagogical moves teachers used to strengthen communication and collaboration both in the classroom and within the game world.",{"name":119,"@type":110,"acceptedAnswer":120},"How do the three play approaches differ in the study?",{"text":121,"@type":113},"The study outlines directed/guided, scaffolded, and open approaches, associating them with critical thinking and creativity or innovation.","https://schema.org",{"og:url":83,"og:type":124,"og:title":65,"og:site_name":95,"og:description":67},"article",{"robots":126,"canonical":83},"index,follow",{"doc_id":128,"site_id":62},598233,1792188610,{"code":4,"msg":5,"data":131},{"doc_id":128,"user_id":132,"nickname":92,"user_avatar":133,"doc_module":4,"category_id":39,"category_name":40,"doc_title":65,"doc_description":67,"doc_content":134,"file_id":135,"file_url":136,"file_type":137,"file_size":138,"view_count":24,"is_deleted":4,"is_public":8,"is_downloadable":8,"audit_status":8,"page_count":139,"language":140,"language_code":63,"site_id":62,"html_lang":63,"table_of_contents":141,"faqs":142,"seo_title":143,"seo_description":67,"update_tm":144,"read_time":145,"preview_page_count":4},962090760730,"https://ap-avatar.wpscdn.com/davatar_9964176cb1d06d4a9deccf72a44ae3dc","Volume 46 (3) Fall/Automne 2020  \nTeaching with Sandbox Games: Minecraft, Game-Based Learning, and 21st Century Competencies  \nEnseigner avec les jeux Sandbox: Minecraft, l'apprentissage par le jeu et les compétences du 21e siècle  \nCristyne Hébert, University of Regina  \nJennifer Jenson, University of British Columbia  \nAbstract  \nIn this paper, the findings of a research study, working with 12 educators in a large urban school board in Ontario using Minecraft for 21st century competency development, are presented. A number of pedagogical moves teachers made to support 21st century learning through communication and collaboration, both in the classroom and in the game world, are identified along with three approaches to play, directed/ guided, scaffolded, and open, that represented critical thinking and creativity/innovation. This study argues that while an open, exploratory sandbox game such as Minecraft can meaningfully aid students in the development of 21st century competencies, it is in fact teachers’ decisions around how the game will be used in the classroom that determines whether or not 21st century competency development is supported.  \nKeywords: Digital game-based learning; 21st century competencies; Pedagogy; Minecraft  \nRésumé  \nDans cet article, nous présentons les résultats d'une étude de recherche menée auprès de douze éducateurs d'une grande commission scolaire urbaine de l'Ontario qui utilisent Minecraft pour ledéveloppement des compétences du 21e siècle. Nous identifions un certain nombre de mesures pédagogiques prises par les enseignants pour soutenir l'apprentissage du 21e siècle par la communication et la collaboration, à la fois dans la salle de classe et dans l'univers du jeu, ainsi que trois approches du jeu, dirigé/guidé, échafaudé et ouvert, qui représentent la pensée critique et la créativité/innovation. Nous soutenons que si un jeu de sandbox ouvert et exploratoire tel que Minecraft peut aider de manière significative les élèves à développer les compétences du 21e siècle, ce sont en fait  \nCJLT/RCAT Vol. 46 (3)  \nles décisions des enseignants sur la manière dont le jeu sera utilisé en classe qui déterminent si ledéveloppement des compétences du 21e siècle est soutenu ou non.  \nMots-clés : Apprentissage par le jeu numérique ; compétences du 21e siècle ; pédagogie ; Minecraft  \nIntroduction  \nSchool boards across Canada have taken an interest in student 21st century competency development. Broadly defined, 21st century competencies refer to the skills required to be successful in our increasingly interconnected globalized knowledge economy. While 21st century competency models vary (Dede, 2009; Voogt et al., 2011), they typically include elements of creativity, innovation and entrepreneurship, critical thinking, collaboration, communication, character building, culture and ethical citizenship, and computer and digital technologies (Canadians for 21st Century Learning and Innovation, 2012) . In Ontario, the province in which this study was conducted, 21st century competencies do not appear in the curriculum, but rather, are promoted in a policy document (Ontario Ministry of Education, 2016) which champions four competencies: critical thinking, requiring students to “acquire, process, interpret, rationalize, and critically analyze large volumes of often conflicting information to the point of making an informed decision and taking action in a timely fashion”(p. 12); communication, which refers to listening paired with effective communication using a wide variety of modes (e.g., oral and written) and tools; collaboration, meaning adopting the role as content producers, while demonstrating the capacity to learn alongside others; and creativity and innovation, developing new ideas to solve problems, and carrying them to fruition (Ontario Ministry of Education, 2016) . A number of school boards have also begun to develop their own 21st century competency frameworks which involve some combination of these ","cbCaia8vlvSnH5wT","https://ap.wps.com/l/cbCaia8vlvSnH5wT","pdf",689733,22,"English","# Introduction\n## 21st Century competencies and policy context\n## Pedagogical research on professional development\n## Digital games and learning impacts","[{\"question\":\"What was the focus of the study using Minecraft in Ontario classrooms?\",\"answer\":\"The study examined how Minecraft can be used by educators to support students’ development of 21st century competencies.\"},{\"question\":\"Which communication and collaboration supports were identified?\",\"answer\":\"It identified multiple pedagogical moves teachers used to strengthen communication and collaboration both in the classroom and within the game world.\"},{\"question\":\"How do the three play approaches differ in the study?\",\"answer\":\"The study outlines directed/guided, scaffolded, and open approaches, associating them with critical thinking and creativity or innovation.\"}]","Teaching with Sandbox Games - Minecraft, Game-Based Learning, and 21st Century Competencies | PDF",1792086536,55]