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Articles | Volume XLVIII-M-2-2023
https://doi.org/10.5194/isprs-archives-XLVIII-M-2-2023-805-2023
https://doi.org/10.5194/isprs-archives-XLVIII-M-2-2023-805-2023
24 Jun 2023
 | 24 Jun 2023

INCLUSION OF THE MINECRAFT DIGITAL GAME IN THE THEATRE EDUCATION COURSE: THEORETICAL APPROACHES AND AN INTERACTIVE EXPERIMENT

K. Kalofolia and K. Siountri

Keywords: Digital Games, Education, Minecraft, Theatre, Cultural Heritage, Primary School

Abstract. Due to technological advancements, all areas of daily life undergo changes including the methods of the educational process. The traditional model of education, with the teacher as the transmitter and the student as the receiver, has been modified as the facts in today's era are completely different from what they were in the past. Especially now the use of ChatGPT has proven that education should be oriented towards methods that promote students' critical thinking and enhance interaction, communication, and creativity.

The new generations of learners not only demand but also are entitled to new educational methods, which reflect the evolution of technology and respond to contemporary needs. The educational system should meet these requirements and shape new practices that will motivate the students, so that the learning result will be substantial and clear.

This paper focuses on the use of the videogame “Minecraft” in the subject of Theatrical Education, which is included in its educational program of primary education, and more specifically in the third and fourth grade (3rd–4th) during the 2021–2022 school year in three elementary schools in a total of 223 students. Through this academic project has been proved that there is a bidirectional connection between these digital tools and the education of art and cultural heritage. This interactive experiment was completed using survey questionnaires so as to understand and define the value of the use of digital tools during the learning procedure.