Abstract:This study focuses on the use of Minecraft: Education Edition as a digital game-based learning (DGBL) simulation to teach macroeconomics to rural secondary students. The study follows a qualitative cast study design and explores the role global awareness plays in instructing rural students in macroeconomics. Twenty-five students from a rural Midwestern high school participated in the DGBL simulation throughout a nine-week course. Evidence collected included pre- and post-assessments, learning journals, persona… Show more
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