Virtual simulations and gaming initially entered the school systems via programs such as Mine Craft and Second Life. Not only do they provide both synchronous and asynchronous advantages for all students, but they also equip students with a whole new freedom to explore worlds and participate in cutting-edge …show more content…
Students can visit civilizations to create and play out their own stories. Mathematical concepts like perimeter, area, and volume are explored and are a part of the unique game design. Minecraft inspires and changes the way students learn. Users generate highly creative building structures in a 3D generated world. The game includes exploration, resource gathering, combat and crafting. While the game has less structured goals, it is an open forum for teachers to create a variety of lesson plans around its sandbox structure. The most interactive and engaged age group of users tends to be around the 4th and 5th grade level, which is why it becomes a terrific instrument to integrate into the classroom for California missions and even Gold Rush units. In Minecraft, the interface can be divided into many different biomes, from jungles, to mountains, to plains and deserts. Players can form bodies of water and even experience time systems in a day and night cycle. Minecraft is a way to teach, learn, inspire and engage students in the living challenges of that time period. Student’s favorite aspect of Minecraft is how they have complete control of what they create and the dynamics of the fine details that can be included. They take players on a learning journey and the objectives of the games are much more clearly defined than our typical classroom