Minecraft Game: a sociocultural and digital approach
DOI:
https://doi.org/10.59616/conehd.v1i01.92Keywords:
Games, Digital culture, Teacher-learning, Patrimonial educationAbstract
Electronic games can be understood as sociocultural and digital elements. They are able to provide teaching, learning, and experience towards the the ones who appropriate them in the various spaces of socialization. Having as object the game Minecraft, we approach the development of the game and the ludicity as a sociocultural and digital element. We emphasize how digital games can be appropriated in the teaching and learning processes. We also highlight the potential of active methodologies and problematize significant learning with games in history classes. We conclude that the using of digital games in a multiperspective approach can only be understood as far as Patrimonial and Digital Education are taken into account. We hope to contribute to the studies regarding TDICs and their applications both in the formation of teachers and historians, and also in history classes.