Qualitative study shows enhanced student engagement and motivation in STEM through game-based learning with Minecraft, highlighting SDG integration.
This study explores the potential of Minecraft as an educational tool to enhance student engagement and motivation in STEM subjects while integrating Sustainable Development Goals (SDGs). Despite the growing interest in game-based learning, there is limited research on its impact on primary students’ learning outcomes and the challenges faced by educators. This qualitative study involved five primary students who participated in a Minecraft-based project to design future schools, aiming to assess their engagement, motivation, and understanding of SDGs. The main findings indicate that Minecraft significantly increased student engagement and motivation through active participation, collaborative learning, and creativity. Students also demonstrated a deeper understanding of global issues and SDGs, applying their knowledge in practical, real-world contexts. However, technical, pedagogical, and resource challenges were identified as significant barriers to successful implementation. Practically, the study suggests that educators should incorporate game-based learning tools like Minecraft to foster creativity, collaboration, and real-world problem-solving skills, while addressing the identified challenges through adequate training and resource allocation. Theoretically, the findings contribute to the STEM-PBL principles, situated learning theory, and social constructivism by supporting the effectiveness of engaging, hands-on projects, authentic learning contexts, and collaborative knowledge construction. Future research should explore strategies to overcome implementation challenges, investigate the long-term impact of Minecraft-based projects on students’ academic performance and career choices in STEM fields, and examine the potential of other game-based learning tools in various educational settings. In conclusion, this study highlights the transformative potential of Minecraft in education, offering valuable insights for enhancing STEM education and global awareness.
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Ming et al. (2025) studied this question.
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