Marnewick and Chetty
Int J Educ Technol High Educ
(2021) 18:62
https://doi.org/10.1186/s41239-021-00299-2
RESEARCH ARTICLE
Open Access
Mining and crafting a game to teach
research methodology
Carl Marnewick1*
and Jacqui Chetty2
*Correspondence:
cmarnewick@uj.ac.za
1
Department of Applied
Information Systems,
University of Johannesburg,
Johannesburg, South Africa
Full list of author information
is available at the end of the
article
Abstract
Gamification is used in various disciplines to elucidate complex problems. These
disciplines are typically the science, technology, engineering, and mathematics disciplines. It is not known whether gamification can be used to teach research methodology. MinecraftEDU was used to create games to explain the various concepts within
research methodology. The purpose was to force students to engage with the theory
and literature and create a game based on their insights. An analysis of the students’
feedback indicates that they preferred this method to more traditional lectures.
Although they experienced initial problems with the MinecraftEDU environment, the
overall experience was perceived as positive. The results indicate that gamification can
be used to teach research methodology, but more research is needed to determine
how game elements can be incorporated into a research methodology game.
Keywords: Gamification, MinecraftEDU, Research methodology, South Africa,
Qualitative, Research onion
Introduction
“Let the games begin!” This order was given by the emperors of the Olympics in Ancient
Greece at the start of the Olympic Games. From this humble beginning, games have
evolved and morphed into computer games, online gaming and gamification. The underlying principles of the Olympic games, computer games and gamification are the same
with a focus on identity, control and avoidance.
Gamification has been used in various disciplines and fields, especially within the science, technology, engineering, and mathematics (STEM) disciplines. The purpose of
gamification is to engage users and solve problems (Ionica & Leba, 2015). According to
Kalogiannakis et al. (2021), gamification “could positively affect students’ motivational
outcomes, creating positive learning-related attitudes, like engagement, and leading to
significant learning achievements”.
Based on the results of a bibliometric analysis, it was inferred that research around
gamification and the application of gamification is restricted to the STEM and education
disciplines. The bibliometric analysis also indicated that little or no research has been
done on gamification within the management discipline, specifically research methodology. This article addresses this gap and research was done to determine whether
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Marnewick and Chetty Int J Educ Technol High Educ
(2021) 18:62
gamification can be used to teach postgraduate students research methodology. Fifty-six
postgraduate students created games on MinecraftEDU (Minecraft Education Edition,
2021) and the preliminary results correlate with those of Kalogiannakis et al. (2021).
The layout of the article is as follows: The first section focuses on the literature review.
Concepts of gamification and MinecraftEDU are discussed in this section. The second
section focuses on the research methodology that was followed, and the coding and thematic analysis of 45 reports. The results analysis is presented in the third section and the
results are discussed and interpreted in Sect. 4. Section 5 concludes the article and some
suggestions are made for future research.
Literature review
Research has shown that students find traditional learning boring, ineffective and dull
(Chetty, 2017; Dicheva et al., 2015). As a result, many students remain unmotivated
and disengaged (Lee & Hammer, 2011). To reverse this, novel pedagogies are required
to engage students. Some current paradigms available are active learning, collaboration
and authentic tasks, allowing students to experience learning in new ways. Teachers and
academics within primary, secondary and higher education alike continuously strive to
discover innovative ways in which teaching and learning can take place to engage unmotivated students. Therefore, the use of educational games as learning tools has become
popular, and the term “gamification” has been coined (Dichev & Dicheva, 2017; Dicheva
et al., 2015; Strayer, 2012; Toda et al., 2019).
Background of gamification
First documented in a blog post by Terrill (2008) but only adopted in 2010, gamification
has been widely employed within a number of domains, such as marketing, healthcare,
human resources, training, environmental protection and wellbeing (Dichev & Dicheva,
2017). From a research perspective, gamification is multidisciplinary with a large knowledge base of both theoretical and empirical data, spanning across multiple platforms and
technological realms (Seaborn & Fels, 2015). However, the primary domain in which
gamification is actively explored for research purposes is within the STEM and educational contexts (Toda et al., 2019).
To determine a timeline on the emergence of gamification (Dichev & Dicheva, 2017;
Dicheva et al., 2015) conducted research on emerging practices. Using rigid search criteria, a search was conducted on 7 major scientific databases, such as ACM Digital Library,
IEEE Xplore and ScienceDirect. Between 2010 and 2014, the authors extracted only 34
papers where ‘gamification’, ‘gamify’ or ‘gameful’ were the primary keywords used to
extract the articles. However, in 2015 gamification gained popularity as the total number
of papers rose from 34 to 51. It is therefore safe to say that gamification, as a discipline,
gained popularity within that year. This popularity is evident in the continued growth of
research publications as highlighted in Table 1. It also indicates the focus on STEM.
A density visualisation map was drawn based on all the articles pulled from Scopus. Keywords with an occurrence of 20 or higher are displayed. Three major clusters
emerged from the density visualisation map. The first cluster focuses on gamification
and its various aspects. This cluster is indicated in red. The green cluster focuses on
the health and psychological aspects of gamification. The blue cluster, which is also the
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Page 3 of 22
Table 1 Documents per year and by subject area
1800
1600
Other
17%
1400
1200
Computer Science
36%
Business, Management and
Accounting
4%
1000
Medicine
5%
800
Mathematics
8%
600
400
Engineering
13%
200
0
1980
1985
1990
1995
2000
2005
2010
2015
2020
Social Sciences
17%
2025
Fig. 1 Density visualisation map of gamification articles
smallest cluster regarding research outputs, focuses on learning, education and the curriculum (Fig. 1).
The proliferation of gamification means that a variety of disciplines have been experimenting with the concept. Within the educational setting, gamification is most used for
academic subjects such as Computer Science (CS)/Information Technology (IT), Maths,
Multimedia/Communication, Medicine/Biology/Psychology, Languages and others
(independent gamified subjects that are not subject reliant) (Dichev & Dicheva, 2017).
However, most of the papers report gamification within the CS or IT discipline. Most
of the papers also report that these subjects were targeted within the higher education
domain (Dicheva et al., 2015). The types of environmental settings where gamification
is applied ranges from courses without online support, MOOCS and online courses,
blended learning courses, e-learning sites and gamification support platforms (Dicheva
et al., 2015).
Regardless of discipline or environment, gamification makes use of certain principles
or gaming elements, also referred to as game mechanics. These include points, badges,
Marnewick and Chetty Int J Educ Technol High Educ
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levels, progress bars and leader boards. According to Dicheva et al. (2015), the game
mechanics are categorised into design principles, such as storytelling, goals, customisation and progress. For example, the design principle “progress” is associated with points,
levels and virtual goods/currency. Many of the emerging practices from the early years
of gamification, such as gaming principles, game mechanics, subject focus, application
and education level, still apply today.
As the concept of gamification grew within a variety of disciplines and across environments, taking on a variety of features, the definitions of gamification evolved. Earlier definitions of gamification focused on the creation of games within an educational setting
by adding game elements to services (Huotari & Hamari, 2012). Deterding et al. (2011)
describe gamification as the use of game design elements in non-game contexts. Huotari
and Hamari (2012) define gamification as the process of enhancing services with motivational affordances (qualities linked to gamefulness) for gaming experiences to support
users’ overall value creation. Ionica and Leba (2015) use a similar definition and describe
gaming as making use of game thinking and game mechanics in a non-game context to
engage users and solve problems. Kapp (2012) describes gamification as a toolkit that
has the ability to be a powerful and important way in which learning can take place.
The definition of gamification continues to evolve as research around gamification
continues to emerge. However, there is still no universally accepted scientific definition
of the term (Sailer et al., 2017). The most widely used definition as described by Deterding et al., (2011, p. 5) is summarised as follows: “the use of design (rather than gamebased technology or other game-related practices) elements (rather than fully developed
games) characteristic for games (rather than play or playfulness) in non-game contexts
(regardless of specific usage intentions, contexts, or implementation media)”. The four
main components are game, elements, design and non-game context.
For this study, gamification provided students with a platform on which game thinking
was incorporated to create a gaming experience in a non-gaming context. The aim was
to use gaming principles and game design elements to create a real-world application
that motivated students and encouraged learning using aspects of games—fun, play and
challenge—to support their understanding of abstract concepts better (research onion of
Saunders et al., 2016) within a higher education institution.
Gamification approaches
Although gamification in the general sense is the use of a game in a non-game context, there are other styles or approaches to gamification, namely serious games and
simulation.
Serious games are games that are designed for purposes other than just entertainment.
These are fully fledged games (Brathwaite & Schreiber, 2009) and serve a very specific
non-entertainment purpose (Deterding et al., 2011). The term ‘serious’ refers to the use
of products by industries such as defence, education, scientific exploration and healthcare, to name a few (Smeaton, 2017).
Simulation, on the other hand, is described as the imitation of the operation of a realworld process or system over time (Ionica & Leba, 2015). When something is simulated,
it means that a model of what is to be simulated needs to be developed. The model
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represents everything that the physical or abstract system is (characteristics) and the
simulation represents everything the system does (behaviours).
Regardless of the approach taken, gamification applications rely on the notion of
gameful elements, the building blocks on which the application is built.
Gameful elements
There is a distinct difference when it comes to gamification related to games and that
of play or playfulness (Salen & Zimmerman, 2004). Deterding et al. (2011) distinguish
between the different terminology associated with gamification, in particular the link
between paidia and ludus, also known as the Caillois concept (Caillois, 2001). Paidia is
associated with free play, where explicit rules do not apply. For example, a child playing
out a fantasy game, where the only implicit rules would apply within the context of their
socio-cultural context, shows a paidic form of play (Jensen, 2013).
Within the context of gamification, paidia often translates into ludus, which is a structured, rules-based competitive form of play with distinct goals and outcomes. Ludus
focuses on design elements for rule-bound (explicit), goal-oriented play, with little focus
on play. The importance of ludus within the gamification context lies in that it provides
researchers with a valuable opportunity to observe gaming experiences and behaviours,
thus providing empirical data on the design and experience of systems in a rule-bound
context (Deterding et al., 2011). The idea is to incorporate the notion of games and
playfulness as gamefulness. For this study gamefulness or ludus was based on gameful
interaction.
The aim of gamification is to provide a platform, through applications and processes,
to improve engagement and learning. This is accomplished by providing rewards for
players who accomplish tasks (Flatla et al., 2011; Juul, 2011). The use of badges and challenges provides a platform for social engagement. To further incentivise, these rewards
are made visible to others to increase competitiveness (Lee & Hammer, 2011). To produce an enjoyable game that keeps a player motivated, game mechanics constructs with
rules and feedback loops must be included.
Game mechanics form the foundation on which gamification is built (Deterding et al.,
2011; Sailer et al., 2017; Toda et al., 2019). According to Kumar and Herger (2013), game
mechanics are the most visible part of gamification. They become the constructs that
make up the rules and feedback loops intended to produce enjoyable gameplay. As building blocks, they can then be applied and combined to gamify any non-game context. The
term ‘game mechanics’ represents the broad, abstract view that depicts the artistic vision
and talent creators of a game. Game mechanics focus on strategy, mission and motivation drivers and their implementation is achieved through the physical implementation
of game elements or curated lists. The terms ‘game mechanics’ and ‘game elements’ are
often used interchangeably (Kumar & Herger, 2013).
Points, badges, leader boards, relationships, challenges, constraints, journey, narrative
and emotion are some of the gameful elements that can be used to create a game (Kumar
& Herger, 2013). These are the game mechanics in action that form the foundation on
which the game constructs, rules and feedback mechanisms are built. A player can earn
points and, once a certain number of points have been accumulated, badges are then
awarded. This in turn motivates players to earn more points and collect more badges.
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This then catapults a player onto the leader board. It can be demotivating if a player
finds themselves at the bottom of the leader board, but it can also motivate a player to
get more points and move up the leader board. Ultimately, this can then lead players to
connect with other players. As a society, many people are social beings and community
driven.
Although some researchers refer to the building blocks of gamification as game
mechanics, Reeves and Read (2009) identified a set of “ten ingredients of great games”,
including avatars, narrative, context, feedback, competition and teams. Toda et al. (2019)
created a taxonomy of 21 game elements for gamification. These elements relate to concepts such as acknowledgement where authors of games include praise for players when
they get specific actions correct. This could be in the form of badges or trophies. Further
elements relate to storytelling, competition, time pressure, puzzle completion and levels, to name a few. Other authors have also proposed a variety of game design elements
(Kapp, 2012; Robinson & Bellotti, 2013). Sailer et al. (2017) selected specific game elements from the exhaustive list identified by a body of literature to address the effects of
game elements from a psychological perspective. The selected game elements are points,
badges, leader boards, performance graphs, meaningful stories (narratives), avatars and
teammates.
Regardless of the building blocks on which a game is designed, consideration needs to
be given to the game plan. This can be achieved through the inclusion of a game economy, game rules and engagement loops (Kumar & Herger, 2013). Game economy refers
to tokens of different currencies that can be applied to increase motivation—implemented through game elements such as points, badges and leader boards. Burke (2014)
describes game economy using key terms such as self-esteem, fun, social capital and
things. For example, self-esteem can include leadership, conquest, mastery, access or
praise. A player achieves this through the inclusion of levels or badges. Game rules follow game mechanics or game elements. In other words, to achieve points or badges the
player needs to follow a particular set of rules—rewards for certain actions. For example,
if a player gets to level 2, they earn a badge; therefore those rules of engagement would
apply for a player to earn a badge. Together, the game mechanics and the rules motivate
a player to achieve a mission. The engagement loop refers to motivating players to keep
them engaged and re-engaged, and to provide feedback and reward.
Game mechanics are the visible aspect of gamification and most probably one of the
foundational constructs on which a game is built. For this study, games were designed,
planned, constructed and implemented using Minecraft.
Minecraft
Minecraft is one of the most popular games in the United States with over 100 million registered users (Junco, 2014) and it is the third most successful video game ever
released (Gershenfeld, 2014). It promotes creativity and learning in an unconventional
educational way (Ellison et al., 2016). Minecraft is seen not simply as a video game, but
has become a powerful educational tool, used as a vehicle for teaching critical content in
a more engaging manner (Callaghan, 2016; Ellison et al., 2016; Gershenfeld, 2014; Smeaton, 2017).
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Minecraft is quite different from other games in that it provides a digital “sandbox”
and video game that allows individuals to freely create and manipulate their own simulated worlds (Ellison et al., 2016; Smeaton, 2017). It also does not have any tutorial level,
instructions or hints to guide a player. Minecraft forces the player to discover the environment and individuals can design games in a way that gives them full control of what
they have created. Another way in which it is unconventional is that there is no sense of
purpose, such as an objective of a high score or the objective to escape, and there is no
ending (Callaghan, 2016; Smeaton, 2017).
Minecraft can be defined as a Java-based first-person multiplayer sandbox game (Ekaputra et al., 2013), where blocks are placed in a grid-like matrix, similar to a virtual Lego.
Players can manipulate every element within the Minecraft world, excluding the bedrock
(the bottom-most layer). They can choose either adventure where they travel through
the world fighting enemies, hunting, gathering, surviving and exploring, or they can
choose construction or terraformation—the process of creating an Earth-like or habitable environment that resembles a planet where the players transform their surroundings, creating structures (Smeaton, 2017).
Minecraft and student‑centred learning
Minecraft provides an opportunity to teach students and promote learning within an
environment where the key elements of learning are enjoyment, fun, motivation and
engagement. Student-centred learning (SCL) is an umbrella term to describe a learning
environment where students are actively engaged in their learning, and one in which
teachers become facilitators of the learning (Hoidn, 2017) as opposed to students being
passive listeners. SCL provides a learning perspective where the teaching is unidirectional, and students acquire a deeper level of learning within an autonomous environment where the learning is their responsibility (Arman, 2018; O’Neill & McMahon,
2005). Parellels can be drawn between SCL and Minecraft as students develop Minecraft
projects where active learning, problem solving, deep learning, collaboration, reflective
thinking and student responsibility are fundamentals associated with learning within a
Minecraft environment. Within the context of this study, the goal was to deliver an SCL
approach to students learning about research methodology.
MinecraftEDU
Gershenfeld (2014) envisages that games will have a deep impact on learning when they
become a meaningful part of the educational experience. MinecraftEDU is a specialised
build of Minecraft aimed at providing educators with more control and flexibility when
using Minecraft as an education tool. By using the Minecraftedu.com platform, students
are able to actively learn about a number of content areas, such as science, maths, history, engineering and computer coding (Ellison et al., 2016). The creators of the games
are critical content creators, and the Minecraft platform provides an education tool.
Individuals that play the created games become active learners and the gaming environment enhances their motivation to learn (Hwang et al., 2019).
MinecraftEDU can provide numerous benefits that should be highlighted, as the
notion of video games within a classroom setting is often misunderstood by stakeholders such as teachers, parents and administrators (Ellison et al., 2016). Hollett and Ehret
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(2015) describe playing Minecraft as reshaping the “social, relational space”. Students do
not play games for personal gratitude but share their experience with others (Cohen,
2014). This has led to the general use of massive multiplayer online role playing games
(MMORPGs) (Fuster et al., 2014) where students collaborate with one another and use
their different skill sets to complete a challenge (Cole & Griffiths, 2007). The inclusion
of cooperative learning provides the opportunity for students to utilise one another’s
unique skill sets, thus promoting learning and collaboration between students.
Today’s students process information in several different ways. Minecraft provides a
platform that goes beyond words, where images, music and sounds embody movement
and interaction (Streeck et al., 2011). The limited use of written language transcends any
language barrier, replaced with graphics, images, symbols and “visuospatial reasoning
skills” (Junco, 2014). By illuminating this barrier, students that are not first-language
speakers may have a better opportunity to create a virtual world, as the learning is not
dependent on language. This is often the case in a country like South Africa where there
are 11 official languages.
Not only does Minecraft transcend learning styles and language, but it also provides
an ideal opportunity for students to learn collaboratively. Sáez-López et al. (2015) conducted a study of middle school learners to analyse motivational, learning and engagement levels when playing Minecraft. These learners appreciated the use of Minecraft as
part of their curriculum and felt that it gave them an opportunity to feel in control and
be active participants, protagonists and creators in their virtual worlds. The results indicate that Minecraft increased their creativity and learning (Sáez-López et al., 2015). This
approach is similar to problem-based learning (Smeaton, 2017) where real-world problems or scenarios are placed within a framework of ‘playing’ to learn (Ebner & Holzinger,
2007). Games, such as MinecraftEDU include many characteristics of problem solving.
For example, students that are presented with a real-world problem to solve have no idea
what the outcome may be, have multiple paths that could lead to the goal and need to
construct a problem context.
MinecraftEDU offers the opportunity for a collaborative learning environment where
participants share information and learn from one another (Felicia, 2009). Students can
construct knowledge and engage in authentic task practices, thus providing opportunities for students to learn outside the boundaries of a classroom. It shapes pedagogy,
where students can collaborate within a particular content area to encourage authentic
tasks (Williamson, 2009). This provides an opportunity for assessment to take place in
an innovative way.
Using MinecraftEDU as a pedagogical gamification tool promotes active learning and
problem solving of complex tasks, all of which would be difficult to recreate in the real
world. These skills are mapped not only to SCL, problem-based learning and collaborative teaching, but also relate to the higher order thinking skills (HOTS) of Bloom’s taxonomy—an imperative set of skills required if students are going to be extending their
knowledge base substantially (Mishra & Kotecha, 2015). The HOTS used when creating
a Minecraft game relate to application, analysis, evaluation and creation. For example,
students presented with problems to solve using MinecraftEDU are expected to create a new “world” within the MinecraftEDU environment. They have to design, build,
construct and plan, all essential HOTS. They must evaluate the decisions they make by
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critically examining the information they have at hand to make judgements, and constantly critique, defend and criticise their choice of construction and inclusion of game
elements. They also need to analyse their developing product by examining, comparing,
contrasting and organising their construction in such a way that it makes sense to others.
In summary, MinecraftEDU gamification projects provide a platform on which to
build teaching and learning that promote student-centred learning, collaboration,
authentic tasks and innovative assessment (Han et al., 2015), all valuable twenty-first
century pedagogical approaches. There is no doubt that gamification is an important and
powerful tool that can shape industries alike, education included. However, there is still
doubt surrounding the legitimacy of gaming in education and research is ongoing (Callaghan, 2016). The accumulation of research papers may shape the legitimacy of gamification. However, more evidence is required to determine whether gamification can be
a serious educational contender for teaching and learning to thrive. Consequently, the
research problem within the context of this study focused on students constructing a
Minecraft world that contributed to students’ learning of the research onion of Saunders
et al. (2016). The main objective was to understand the different decisions and associated
consequences when developing a research methodology through the application of gamification principles. Without understanding the relationships between the various layers of
the research onion, it would be problematic for students to create a game that depicted
such layers.
Research methodology
Case description
Students enrolled for an honour’s qualification in information technology. Within this
qualification, they need to master a module named Research Methodology. This module
covers aspects of the research process, from identifying and defining a research problem, performing a literature survey, conducting the research, to analysing and publishing
the results. The research onion of Saunders et al. (2016) is used to facilitate the learning
process. The number of enrolled students increased from 34 in 2015 to 56 in 2020. The
progress of the students is shown in Fig. 2. The average final mark increased from 53% in
2015 to 69% in 2020.
Up to 2019, the content was explained to the students in formal lectures and
assignments were of a practical nature. The concepts of the research onion had to
be applied to the students’ research project. In 2020, an additional assignment was
introduced focusing on gamification. The assignment read as follows: Create a game
within Microsoft Minecraft to explain the research onion of Saunders et al. (2016).
The aim of the assignment was to engage students with the theoretical knowledge
of research while developing a game. The focus was on creating a game, thus incorporating theory and knowledge, and not learning research methodology by playing
the game. The students were given two opportunities to submit their game. After the
first opportunity, feedback was given on the game itself. The focus was on the ease of
play, the level of difficulty and the inclusion of gameful elements. The feedback also
covered the research methodology content, and the aim was to determine whether
the content was appropriately covered in the game. The students could then incorporate the feedback into their games and enhance the gaming experience. The final
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75
71
69
69
70
67
66
65
65
64
63
62
60
60
59
60
57
57
55
53
50
45
40
2015
2016
2017
Avg SM %
2018
Avg EM %
2019
2020
Avg FM %
Fig. 2 Performance of students
Table 2 Results of gamification attempts
First attempt
Final attempt
Mean
53.34
69.47
Std. deviation
17.131
11.735
− 0.757
− 1.123
0.369
0.327
Skewness
Std. error of skewness
game was then submitted for a final assessment. The results in Table 2 highlight the
improvement from the first attempt to the final attempt. The average improved by
16% indicating that learning took place at two levels i.e., (1) incorporating gameful
elements and (2) mastering of the research onion. There was also a positive correlation between the marks (r = 0.336, p = 0.032).
At the end of the semester, the students were required to reflect on their experience, focusing on the following two aspects:
1. In the Minecraft section, the following had to be covered: challenges that they
had, future lessons for other students, whether it was fun, how they could improve
and whether they thought they could learn research methodology through a welldesigned game.
2. In the research methodology section, the following had to be covered: whether they
learnt more about the research onion as part of the game design, whether they preferred this method to a more formal report and whether they could link the contents
of the game to their own Research Methodology assignment.
These reports formed the basis of this article and were used for analysis purposes.
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Table 3 Code saturation
Document #
Number of codes
# of new codes
Total
1
0
21
21
2
21
17
38
3
38
11
49
4
49
7
56
5
55
8
63
6
63
6
69
7
69
0
69
8
69
2
71
9
71
0
71
10
71
0
71
Table 4 Themes and number of associated codes
Theme
Aid (Additional support)
Benefits
Challenges
Experience
Number
of codes
6
5
18
3
Future lessons
10
Game learning
11
Minecraft
RM learning
5
13
Coding
Forty-five reports were received from the group of 56 students. These reports were made
anonymous and then loaded into Atlas.ti to analyse their reflections (Lewins & Silver,
2008). Atlas.ti enables researchers to code documents for analysis purposes. These codes
allow researchers to test the relationship between issues, concepts and themes and to
develop broader or higher order categories (Saldana, 2013; Silverman, 2017). They also
facilitate the development of a detailed understanding of the phenomena which the data
is seen to be presenting (Saldana, 2013). The researchers used open coding to prevent
bias towards any predefined areas of interest and a final list of 71 codes was extracted.
Saturation was reached after the eighth report as indicated in Table 3.
The reflective assignment was used as guidance for the themes as per Table 4.
Data analysis and interpretation
Benefits
The students experienced the exercise as beneficial to them. One benefit was that the
students experienced it as engaging and fun. Student-28 emphasised the fun aspect: “The
game it was fun you get to feel you in your own real world.” Student-1 mentioned that “it
was a little fun and engaging”. Another benefit as highlighted by Student-4 was that it
“[forced] them to think outside the box, and create a flexible learning environment”.
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Another benefit was the acquisition of new skills:
• “However I did gain some problem solving skills, planning and analytical and critical
thinking skills within the game, mostly researching skills because with everything being
done with the game I had to first do some research on what other Minecraft users have
done in order to apply it on the game.” [Student-2]
• “Minecraft is customizable, it’s an extremely versatile game, with tools that allow you
to adapt it to the skills of your choosing and the way you want to play and learn, it’s
a game that can evolve with the gamer when they become more skilled and experienced.” [Student-29]
In a developing country such as South Africa Internet access and bandwidth are problematic for some students. Student-1 mentioned that “the nice thing about the game is
you can play it offline”. This made the students less reliant on the Internet.
Additional support
Creating a game was a new experience for most of the students and they had to apply a
variety of innovative ways to master the Minecraft environment. The most popular aids
were YouTube tutorials and videos.
Student-3 mentioned that “I had to do self-learning by viewing existing games on YouTube and see how it is done”. This sentiment was echoed by other students:
• “With the aid of YouTube, I was introduced to a new mode of the game where I had an
unlimited supply of resources. This brought about a great deal of relief as I had spent
days collecting resources. I had began to lose hope on where I was headed with the
game. I continued to rely on tutorial videos to assist me in coming about to reach my
objectives.” [Student-2]
• “The use of YouTube can help students to see some very much interesting concepts that
come with the game and as well just to enhance their creativity levels by seeing how
other students will be doing it.” [Student-6]
However, the use of YouTube tutorials and videos did not assist some students. Student-4 and Student-7 echoed each other stating, “I did not have a clue how I was going to
start, watched several videos and was still clueless” and “I watched many YouTube videos
and took some of the tutorials on Minecraft and was still clueless”.
This feeling of ‘I am lost’ by some students was overcome by asking other students
for assistance. “I had to ask team members and search to get me going” [Student-1]. Student-4 decided that an alternative way was to get their hands dirty by “start building a
house and my creativity adjusted as I put the bricks in place to build walls”.
Challenges
The students faced numerous challenges at the beginning of the assignment. These
challenges are highlighted in Fig. 3. The linkage between the various challenges is also
indicated.
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Fig. 3 Challenges network diagram
The first challenge that the students faced was the upfront planning and how to create a game around research methodology. “Since I had no prior knowledge of using the
game, let alone how it worked or what the objectives of the game were, I found myself lost
in thought as to what I would actually be doing with such a platform” [Student-8]. “A lot
of planning and thinking goes into what you want to build and see come alive in the game”
[Student-1]. The challenge was to match the content with a gaming strategy and then to
implement it into a Minecraft game.
The first theme was around the Minecraft environment. The students found the
Minecraft environment intimidating the first time around, which was a direct cause of
building the game. Because the students were not comfortable with the environment at
first, they experienced challenges in the construction of the game. “Also just finding the
starting point was an issue for me, I did not know where to even begin the game which
world to pick to start the game” [Student-6]. This was echoed by Student-20 stating that,
“For a first-time user of a game/gaming platform it was very intimidating”. This is associated with the game orientation itself, how to manoeuvre within the game and what controls to use to move around and build the game. “Making a small mistake with the NPC
meant that I have to delete that NPC and create a new one with new code and instruction” [Student-5]. The entire theme can be summarised in the words of Student-12: “I
had a couple of challenges but the biggest challenge that I faced was learning how to use
many of the different functions available in Minecraft as I have never played Minecraft
before and this took quite a lot of time before I was able to start creating and being creative with my game.”
The second theme was that the students found it challenging to apply the theory to a
game and to convert the theory into gaming principles and specifically Minecraft functionality. “One of the challenges was interpreting and presenting the requirement of the
assignment in a form of a game” [Student-28]. The comment was also made that it was
not interesting at all to create a game: “In the beginning, I found Minecraft less interesting and didn’t understand how to apply the research methodology content to a building a
game on Minecraft” [Student-4].
The third theme relates to the time spent on the game. The students perceived it
as time consuming to construct an engaging game. This must be seen against the
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background that some of the students were part time and did not have too much time
to focus on their studies.
“I could not use the Minecraft on my spare time and I prefer to work at night” [Student-3] and “Time constraints while building the game was a challenge, I believe If I
have invested most of my time in building this research I would have created a more
unique and creative game with more feature on assisting in understanding the method
and have fun at the same time” [Student-33].
Future lessons
Suggestions and future lessons arose from the challenges as depicted in Fig. 4. The
overarching theme is that training should be provided to the students before they
start the assignment.
Student-37 suggested, “I would highly recommend training for the game and to have
tailored learning lessons created by the lesson givers for the game so that students have
a guided introduction on the game”. Other suggestions included “The lecturer could
have an activity in class where the class familiarizes themselves with Minecraft education” [Student-15] and “… is for Minecraft workshops to be provided to students at the
beginning of the semester if this approach is to be used in the future” [Student-7].
Some suggestions not related to the Minecraft environment focused on the planning of the game.
• “Students should first write down a document of how they would like the game to be
because it’s easy to lose the plot as you start building your game.” [Student-25]
• “Another advice is that students should never just start a game freestyling without
proper planning, the game will end up meaningless and confusing.” [Student-36]
Fig. 4 Future lessons network diagram
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Game learning
The students were asked to reflect on their experience with regard to gaming as a means
to learn. Of the 45 students, only four students indicated that they did not see gaming as
a way to learn. “No, it is disturbing when you trying to learn and understand concepts and
trying to figure out how the game works in the first place” [Student-1] and “No, I prefer a
formal report compared to this method” [Student-38] (Fig. 5).
The students that found game learning to be a positive experience mentioned the following benefits:
• “Creating the game truly challenges you mentally because the assignment question is
so broad, as you start researching the different worlds you then struggle to create the
perfect game that will meet the assignment requirements.” [Student-35]
• “The game version stimulates the brain and increases mental cognition compared to
the formal report where the brain often gets tired while reading the stuff which can
make you miss vital information.” [Student-26]
• “Making a game while learning was the really fun part for me.” [Student-19]
Some of the students believed that deep learning took place as “interaction” [Student-16] and “It gives me a more in-depth understanding since the goal is to learn at the
end of the game” [Student-23].
Gaming as a learning aid was summarised by Student-32: “While I was designing the
game I became more of a critical thinker and a problem solver since I uncovered certain
patterns as to how I can best approach my research.”
The aim of introducing gaming and specifically Minecraft as a learning tool was to
determine whether students would more easily master the various concepts of research
methodology such as paradigms and approaches.
Learning of research methodology
Student-43 mentioned, “Yes this is a very interactive way of performing research. Depending on the game structure, I think all the levels of the research onion can be portrayed
and the differences understandable.” This was the overwhelming sentiment when the students’ reflections were analysed (Fig. 6).
Three main themes emerged from the analysis. The first theme emphasises the
incorporation of theory into gaming. “I can suggest research methodology to be
taught in a well-designed game, I believe that will help student to not forget the logic
Fig. 5 Game learning network diagram
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Fig. 6 Research methodology learning network diagram
around it and have fun while learning the flow of the research onion” [Student-23].
This view was supported by Student-5 stating, “using Minecraft instead of a formal
report is a better method because you get to have fun and let your creativity skills run
wild while integrating the research methodology information with Minecraft”. Student-42 preferred learning research methodology through gaming “because people
understand things differently some prefer technical way as it helps you to acquire the
specific techniques that become the tools of your trade and understand it better when
hands on”. Student-34 preferred “learning the research methodology through the game
more than a formal report because it makes me acquire and retain more information”.
The second theme revolves around the notion that the content first needs to be
mastered before it can be applied to game design. “A well-designed game can give
students a good outline of what research methodology is but students will still need
other academic sources to get a comprehensive lesson on research methodology” [Student-9]. This was echoed by Student-29 and Student-41: “the game also forced me to
breakdown each component of the onion into levels and that helped me learn more”
and “I needed to understand and know the onion first to be able to even think of incorporating it in the game”.
The third theme addresses the application of the theory itself. This should be read
in the same context as the second theme. Student-10 made the following comment:
“While making the Minecraft Education edition game, it helped me to relook at the
different approaches I may use for my research assignment. It helped me redefine and
have through research done for my research problem.” Through the construction of
the game, the student enhanced his own research report and therefore improved the
success of the research project. This sentiment was echoed by Student-6, who stated
that “also I learned a lot from the research onion in the process of building my own
game which then helped me to create a better research methodology for my project”.
This theme was summarised by Student-4 stating that “I now have a better understanding of Saunders’ research methodology and other concepts related to conducting
research. The learning aspect of it has increased my abilities to construct a research
methodology for my research project”.
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Reflection on MinecraftEDU
Ellison et al., (2016, p. 26) state that Minecraft “promotes creativity and learning in
ways that would afford more educational benefits for students”. This section of the
data analysis focuses on the students’ perception of Minecraft per se as a teaching
and learning tool. The students used various features within the application to assist
them in the construction of their games. “With a built-in feature of inviting others to
a space I had created was an interesting feature to have access to” [Student-2]. Other
students went even further and used the programming aspect to enhance their games.
“I used commands to execute certain functionalities, for example, ‘/teleport @ p 0 1 2’
is a command to teleport players from their current location to the coordinates 0 1 2 in
my world” [Student-4].
The functionality of the application was encouraging as well as restrictive. Student-30 experienced frustration with copying and pasting content. “Copy and paste
were not available on the game, for instance, when I was putting up boards. I could
not copy work from a document straight into the board the way I wanted, highlighting,
cutting and deleting specific text was also a problem.” The different modes in the game
enabled the students to determine the kind of game they wanted to develop. “Students
must explore and understand the different game modes (Survival, Creative etc.) as this
will help them understand what kind of game they are going build” [Student-9]. Student-40 mentioned that the templates made it easier to build a game. “Students must
understand what worlds (in the game) are and must understand how to create a world
or select a world that has already been created (template).” Student-29 said, “I had
to browse through, and inspect different array of game templates that could serve the
overmentioned objective well. I ended up reverting to the Labyrinth game structure.”
The students also perceived the application as user-friendly.
• “The game’s platform of access is very user friendly. From the get go, I was able to
sign in, not only in the classroom but remotely as well.” [Student-2]
• “Overall, the game is a user-friendly environment and platform. Users and/or
learners can quickly learn difficult concepts, simply by following the game, reading
the signs and boards provided and following the instructions.” [Student-28]
• “Minecraft is a user-friendly environment (once you get a hang of it) and it allows
users to increase their creative abilities.” [Student-37]
The students also felt that the application gave them freedom to implement their
ideas and imagination. “You can build whatever you can imagine with this game. The
game will challenge your creativity” [Student-35]. This sentiment was echoed by Student-27: “Minecraft gives an understanding to be creative and build according to your
imagination.”
Discussion
The results of the study indicate that students benefited from gamification insomuch
as they found it fun to create and implement a game, based on the learning taking
place within the classroom setting. The goal of gamification is to include the enjoyable
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aspects of games, such as fun (Dale, 2014), and apply them to modules found within
higher education.
The use of Minecraft as a pedagogical tool is of particular importance within the context of this study. The results indicate that students were required to “think outside the
box” and apply problem-solving skills as well as analytical and critical thinking skills.
This is consistent with the theoretical considerations of SCL, a well-known pedagogical
approach for students to become actively engaged, and educators to design and facilitate
the learning process so that learning is about exploration, retaining ideas and creating
innovative projects. The aim of SCL is for students to experience, collaborate, test, create
and direct their own learning (O’Neill & McMahon, 2005). Within this study, students
created a game using Minecraft by translating theory into game design principles and
ultimately a working game that had to be tested.
Students within the context of this study found the learning outside of their comfort
zone, thus providing the potential for learning to develop that embraced qualities of
SCL, namely active, deep learning that is self-directed and independent. For example,
students were presented with a project where, at times, they had no idea where to start,
and they had to think outside the box to connect the theoretical constructs of research
methodology to resemble a Minecraft game. Many students reflected on their experiences by including terms such as in-depth understanding, critical thinking and problem solving. Developing a game using Minecraft gave students an opportunity to inhabit
SCL and therefore HOTS.
Students struggled to take the theory, i.e., the research onion of Saunders et al. (2016)
and layer it within the context of gamification. Within the realm of SCL, one of the main
qualities of such learning is providing an opportunity for students to extrapolate the theory into a practical implementation. Students who achieve this often develop a deeper
understanding of the theoretical constructs. For example, students stated that taking the
research methodology content and creating a game from it was overwhelming, and they
had no idea where to start. Other students stated that the research methodology topic
was very broad and again they had no idea where to begin. Mastering of the theory was
evident in the student’s final report that they submitted. There was a weak positive correlation between the mark that the students’ received for the game and the final research
methodology report (r = 0.271, p = 0.049). This does indicate to a certain extent that the
creation of the game assisted the students to master the research methodology concepts
and incorporate it into a final report.
Motivation and participation are important drivers for SCL (Trinidad, 2020). Similarly, motivation is also the primary benefit of teaching and learning within a Minecraft
setting (Sáez-López et al., 2015). The enthusiasm of the students within this study was
reflected through their interpretation of the experience—the assignment was fun, engaging and gave them an opportunity to create their own learning within a context of their
choosing. Motivation is also about the importance of the class collective engagement
(Trinidad, 2020). Students collaborated with each other and noted first-hand how other
students were engaging with Minecraft, they formed discussion groups and learnt skills
from each other.
MinecraftEDU provided a supportive environment in which learning could take place.
When students reflected on the MinecraftEDU platform, they were encouraged by its
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ease of use, user-friendly instructions as well as templates. As stated by one student, this
user-friendly environment provided a learning foundation on which their creative abilities could grow. However, there were many students that found the platform intimidating, frustrating and restrictive. Students stated that the simple notion of copy/paste was
not an available option, so they had to “think out of the box” when circumnavigating
certain tasks. This is not necessarily counterproductive as it forces students to think differently about how tasks are to be completed.
On reflection, the lecturers teaching the module had little expertise in gamification.
This could be an advantage in that students needed to learn through videos, collaborating with one another or by simply making mistakes. However, the disadvantage of this is
that students often missed out on understanding theoretical constructs, such as design
techniques, game mechanics, game plan, gamification strategy and other ethical considerations. For example, students often felt lost, did not know where to start, they found
building the basic construction to be difficult, among other problems. If students are
given a video demonstration on how to plan, design and implement a game within the
MinecraftEDU environment, the focus of mechanics and other gamification constructs
could have yielded higher quality projects.
Conclusion
Gamification is a maturing discipline and is applied mostly within the STEM and education disciplines. The results of this study show that gamification can be used in the
management discipline, especially in an abstract field such as research methodology. The
application of gamification is only limited by our imagination as educators. For gamification to achieve maximum learning, planning needs to take place. Gamification cannot be
implemented and assessed without proper planning and knowledge from the educator’s
perspective. The educator needs to be clear on the goals of the game and the principles
that need to be addressed by the game. Attention should be given to aspects such as
game economy, game rules and engagement loops. In this research, a broad directive
was given without intermediate markers or checkpoints to gauge their progress. If this
is not the case, then the entire exercise will be disastrous for the students. They will be
frustrated as they do not know what the outcomes are or how to apply the theoretical
aspects to gaming principles. The gaming environment is also important. In the case of
Minecraft, the educator needs to provide some initial guidance as there are no manuals
or tools on how to play the game. This initial guidance assists those students who do not
have a gaming affinity.
Teaching research methodology using gamification can become a two-pronged
approach. Firstly, a game can be designed to teach research methodology (the focus of
this study). This allows for the application of theory in a different way and allows students to engage with the theory of research methodology. Secondly, the research methodology game can be played by students to teach them research methodology (future
research). Instead of designing the game, they just play the game.
The performance of the students is improving based on the gamification aspect. What
is not known is how this impacts the students’ ability to apply the research methodology knowledge in a research project where they are required to perform independent
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research. This will form part of future research. Future research will also focus on the
integration of various game elements into a research methodology game.
Let the games continue and be used to teach and empower students to master research
methodology and become future researchers.
Acknowledgements
Not applicable.
Authors’ contributions
CM conceptualised the study and did the data analysis. JC provided insights into gamification conducting the literature
review. Both authors read and approved the final manuscript.
Funding
Not applicable.
Availability of data and materials
Not applicable.
Declarations
Competing interests
Not applicable.
Author details
1
Department of Applied Information Systems, University of Johannesburg, Johannesburg, South Africa. 2 School of Computer Science, College of Engineering and Physical Sciences, University of Birmingham, Birmingham, UK.
Received: 5 May 2021 Accepted: 14 September 2021
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