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 declined in 2020. Lego and Minecraft education research was published in conference papers with Springer as publisher. The United States and Germany are the most productive countries with top ten sources, with 90% focusing on computer science. The top eleven subjects significantly impact education by developing systems, online courses, and digital media. Lego and Minecraft research uses quan-qual-mix studies to explore their application in education. They strongly relate to STEM education, digital learning, 21st-century skills, and game-based learning. Combining Lego and Minecraft with technologies can increase computational thinking, creativecritical thinking, collaboration, and engineering skills. Future studies must employ one or more keywords, and work with Google Scholar and Web of Science data for in-depth analysis.

Details

Title
Trend and research of Lego and Minecraft as learning media to realize 4th SDGs
Author
Khoirun Nisa’; Suprapto, Nadi; Hidaayatullaah, Hasan Nuurul; Husni Mubarok
Section
Earth and Environmental Sciences
Publication year
2023
Publication date
2023
Publisher
EDP Sciences
ISSN
25550403
e-ISSN
22671242
Source type
Conference Paper
Language of publication
English
ProQuest document ID
3201455503
Copyright
© 2023. This work is licensed under https://creativecommons.org/licenses/by/4.0/ (the “License”). Notwithstanding the ProQuest Terms and conditions, you may use this content in accordance with the terms of the License.