Trend and research of Lego and Minecraft as learning media to realize 4th SDGs
Khoirun Nisa’,
Nadi Suprapto,
Hasan Nuurul Hidaayatullaah
et al.
Abstract:The SDGs emphasize quality education. Lego and Minecraft can stimulate students’ 21st-century skills. This research aims to identify trends and contributions of Lego and Minecraft in education. The study utilized bibliometric analysis to evaluate publications. Data was collected from Scopus and analyzed using VosViewer software. Over the past decade, research on Lego and Minecraft in education has been more stable, with a peak in 2017 due to its popularity. Minecraft research increased from 2013 to 2019 but de… Show more
Quality education is one of the aspects targeted for development by the SDGs points. Virtual game education is one of the tools used to achieve the goals emphasized by the SDGs. This research aims to identify trends and contributions of virtual game education (VGE) in education. This research uses bibliometric analysis techniques sourced from the Scopus database. The software used to visualize existing data is VosViewer. Over the past five years, research on VGE has been steady, peaking in 2022 with the most significant number of documents. VGE research increased from 2019 to 2022 but decreased in 2023. VGE research has been published as conference papers with Springer as publisher. Canada and the US are countries that have made significant contributions to this research. Ten dominant subjects impact education by developing digital learning media technology. The research uses a combined approach (quantitativequalitative) in the data analysis. These things are closely related to SDG point 4 (quality of education). Research on similar topics can be further developed using data other than Scopus, such as WOS and Citespace, as tools for more interesting visualization compared to VOSviewer.
Quality education is one of the aspects targeted for development by the SDGs points. Virtual game education is one of the tools used to achieve the goals emphasized by the SDGs. This research aims to identify trends and contributions of virtual game education (VGE) in education. This research uses bibliometric analysis techniques sourced from the Scopus database. The software used to visualize existing data is VosViewer. Over the past five years, research on VGE has been steady, peaking in 2022 with the most significant number of documents. VGE research increased from 2019 to 2022 but decreased in 2023. VGE research has been published as conference papers with Springer as publisher. Canada and the US are countries that have made significant contributions to this research. Ten dominant subjects impact education by developing digital learning media technology. The research uses a combined approach (quantitativequalitative) in the data analysis. These things are closely related to SDG point 4 (quality of education). Research on similar topics can be further developed using data other than Scopus, such as WOS and Citespace, as tools for more interesting visualization compared to VOSviewer.
The utilization of Augmented Reality (AR) Technology is very interesting and should be applied and researched further. This study aims to investigate the trend of using AR technology in physics learning and its impact on SDGs in education, as well as provide recommendations to improve the application of AR in Physics education. The methods used in this research are literature reviews and Meta-Analyses (PRISMA), combined with bibliometric analysis using the Scopus database. The findings show that research on AR Physics Education has increased significantly over the past ten years. The most common document type is conference papers, with the most document sources from conference proceedings and the most country publication contribution in Indonesia. These findings highlight the importance of increasing research related to AR Physics Education to impact the achievement of Sustainable Development Goals (SDGs) because learning is closely related to the learning environment. Future research should be more explorative, especially in exploring the potential of AR for sustainable-based learning, which is supported by a learning environment as a supporter of sustainable and STEM-based learning to improve higher-order thinking Skills (HOTS) and physics problem-solving skills. With environmental and STEM-based approaches, physics learning can be relevant to the real world to achieve SDGs.
The need for sustainability-oriented K–12 engineering education that expands beyond the classroom and the increased accessibility of educational technologies create an opportunity for examining the affordances of educational technologies in low-stakes informal engineering education settings. In this paper, we share our experiences of using novel technologies to develop sustainability-oriented mental models in K–12 informal engineering education. Through the use of technologies including Augmented Reality (AR), Virtual Reality (VR), Minecraft video games, Tinkercad (browser-based application for computer-aided design (CAD)), and physical computing, we have designed and tested approaches to introduce students to engineering design and engineering habits of mind with an overarching theme of developing sustainability-oriented mental models among K–12 youth in informal engineering education spaces. In this paper, we share our approaches, and lessons learned, and outline directions for future research.
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