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Crafting Minds in Minecraft
Transcript of Crafting Minds in Minecraft
Passive mobs do not attack under any circumstance. You can breed all of the animals using wheat except chickens which needs seeds and pigs which requires carrots. For villagers to breed, it requires a certain number of doors and houses. The only passive mobs that are unable to be bred are bats and squids.
They do not drop anything, but can be tamed with raw fish. They will run away from the player unless they are holding raw fish. Creepers do not get near them and will run away from them.
They drop 1 wool if you kill them, but if you use sheers they drop 1-3 wool and still live. They eat grass to regrow their wool.
They drop 0-2 leather upon death along with 1-3 raw steak. If they die by fire they drop cooked steak instead.
Right-click them with a
bucket to obtain milk.
Squids only spawn in water and suffocate in air.They drop 1-3 ink sacs upon death.
They drop 0-2 feathers and 1 raw chicken upon death. If they die in a fire they drop 1 cooked chicken is instead. Every 5-10 minutes they lay an egg. When throwing and egg, it has an 1/8 chance of spawning a baby chick.
They drop 1-3 raw porkchops upon death. If they die from fire, they drop cooked porkchops. Its is possible to place a saddle on them and lead them using a carrot on a stick.
Bats spawn in caves, fly around, and do not drop anything, including xp.
Villagers do not drop anything, but you can trade with them, such as 20 pieces of paper for an emerald or an emerald for 5 steak. If there is a certain amount of villagers and houses, a iron golem will spawn to protect them.
Hostile mobs will attack you on sight.
Neutral mobs will not attack you except under special circumstances. The most common circumstance is being attacked
Creepers blow up
when you get near
Crafting Minds in ...
and textual renewal
Media theorist Henry Jenkins argued that convergence is as cultural as it is technological. His argument extends as readily to education as it does to popular culture. As our convergence culture gathers pace, books, games and online communities offer new opportunities to reach students within learning cultures. Minecraft, a popular world-building game is being used in education and it now features the ability to include ‘books’ within its virtual spaces. This presentation shows how knowledge workers are being crafted in Minecraft in one Australian University subject and how this might be transferred to the secondary classroom.
Rajpal Bains - RajBains
Dallas Charter - Nerdberger1
Alex Dunk - Infnub
Samir Estamboli - qwerty2jam
Andrew Gardiner - GardnerLight
Christopher Hardy - Zaigadek
Steven Kuiken - Faceroll
Mario Medic - M3dic
Ardeshir Mehta - arikalvara
Ashley Nugent - pimpnuggysmoot
Jeremy Orr - Jerra
Hannah Smith - hansm1th
Riley Morse - Count_Dyce
Erik Brand - CR380R
Alec Brand - anjb99
Ian Brand - jbij6303
Jeff Brand - jbrandinoz
David Bodnar - Server
David Fowler, Prezi Template
"Enabling Participation" according to
Participatory Culture ...
1. lower barriers to artistic expression and civic engagement
2. strong support for sharing with others
3. informal mentorship, what is known by most experienced is passed on to others
4. members believe their contributions matter
5. members feel social connection to one another.
Quick Minecraft Stats
Binary Mill, Gold Coast
Electronic Arts, Gilford
Tutor/Postgrad Student, Bond
Web Developer, London
Empowernet International, Sydney
Seven-Levels Left, Vancouver
Digital Media Teacher, Gold Coast
Mojang - Sweden
May 2009 - Alpha
Nov 2011 - Gold Standard
iOS, Android, Xbox
Total sales >50Million
Half of Income from Merchandising
Critical Acclaim, Awards
Secondary creative economy
Minecon - Minecraft Convention
Australian science teacher, Stephen Elford:
Mainstream press attention
Students' Affective Response
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Booch, G. (2013). From minecraft to minds. IEEE Software, 30(2), 11-13. doi:10.1109/MS.2013.28
Grose, T. (2013). Building blocks. ASEE Prism, pp. 15.
Lamb, A., & Johnson, L. (2012). The power of technology: Unleashing the superhero in each learner. Teacher Librarian, 40(2), 61.
Levin, M. (2012). Young persons creating their own online schoolhouses. Privacy Journal, 39(1), 1.
Martin, C. (2012). Video games, identity, and the constellation of information. Bulletin of Science, Technology & Society, 32(5), 384-392. doi:10.1177/0270467612463797
Moore, C. (2011). The magic circle and the mobility of play. Convergence, 17(4), 373-387. doi:10.1177/1354856511414350
Short, D. (2012). Teaching scientific concepts using a virtual world--minecraft. Teaching Science, 58(3), 55-58.