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159 result(s) for "Minecraft"
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Danger in the jungle temple
\"In this third book in the Unofficial Overworld Heroes Adventure series, Stevie travels to the jungle to try to stop the Ender Dragon's return!\"-- Provided by publisher.
Therapeutically applied Minecraft groups with neurodivergent youth version 1; peer review: 1 approved, 1 approved with reservations
Background: Therapeutically applied Minecraft groups are an intervention designed to support social engagement and growth in youth. The flexible interaction format and use of a popular digital game support the fit of this intervention for use with neurodivergent youth. Minecraft is leveraged to support opportunities to build authentic relationships and social confidence in an engaging, low-stakes environment with peers. The group format allows for real-world social practice with peers, while the game environment can create motivation to interact with others, and provides multiple modes for such interaction (i.e., chat, building/movement with the avatar). Methods: This article outlines the theoretical foundations of therapeutically applied Minecraft groups as well as practical considerations for implementation. The method outlined includes the justification for this method, process of creating support groups, check-in and check-out processes, and in-game activity examples for different situations. Results: Use cases are included to illustrate how the methods have been used in the past to support social growth with neurodivergent youth. Use cases include examples of different Minecraft servers, such as the habitat, and identifying stresses of social growth such as school anxiety and how the use of therapeutically applied Minecraft helped. Conclusions: Therapeutically applied Minecraft can provide opportunities for peer connection and social practice in a facilitated environment. Though the use of Minecraft and other games to support learning and social connection is prevalent in the media, the academic research in this area is sparse. This article provides general guidelines for therapeutically applied Minecraft groups as well as calls for more formal research in this area.
Get into Minecraft
\"One of the most popular video games in the world, Minecraft is all about using creativity, collaboration, and skill to create and protect exciting digital worlds. Readers will delight in this engaging title, which reveals tips and tricks for using the digital version of the video game as well as creative offline projects. With clear instructions and exciting ideas, this book will motivate readers to \"get into\" the exciting world of Minecraft!\"-- Provided by publisher.
Behavior-Driven Design Frameworks for Virtual Heritage Experience
This study investigates how virtual reality (VR) and the game platform Minecraft can be employed to create an interactive digital pilgrimage experience centered on the Boudhanath Stupa in Nepal. Adopting a Behavior-Driven Design (BDD) approach, the design process focuses on modeling ritual interactions based on actual user behavior. Using Gherkin syntax with “Given-When-Then” statements, user scenarios are systematically defined to ensure that key religious actions—such as circumambulation, spinning prayer wheels, offering incense, and releasing animals—are meaningfully embedded into the virtual environment. This user-centered methodology informs not only the design of interactive features, but also the spatial configurations of the virtual environment, with each ritual scenario shaping corresponding experiential nodes. A user study involving fifteen Buddhist practitioners who had previously visited the physical site revealed that, despite Minecraft’s simplified aesthetics, the virtual pilgrimage effectively evoked emotional resonance and memory recall. Participants also valued the addition of symbolic and imaginative spaces unique to the virtual setting. Overall, the study demonstrates how BDD facilitates cross-disciplinary collaboration and enables the translation of cultural and spiritual practices into interactive experiences, thus redefining digital heritage as a dynamic and participatory space rather than a static representation.
Creepin' through the snow
\"A very special Christmas-themed Creeper Diaries adventure featuring the hilarious underdog narrator every Minecrafter can relate to!\"-- Provided by publisher.
Engaging Youth in Urban Planning Discussions with Minecraft
This study explores the potential of Minecraft as a game-based platform to engage youth, and particularly NEET youth, in urban planning discussions. Methodology: An exploratory qualitative case study was done in collaboration with a Swedish municipality, using observations of modded Minecraft play sessions, interviews, and ethnographic data from an internship program. Findings: Our data collection led us to identify four themes: (i) Minecraft Enables, the game supports visualization of planning ideas; (Ii) Minecraft Skills Enable, familiarity with the game facilitates participation; (iii) Preferences and Norms, personal ideals shape design choices; and (iv) Understanding Needs, limited awareness of urban functions constrains meaningful engagement. Originality: Unlike prior studies focusing on children or general youth, this research examines NEET youth as a hard-to-reach group and positions Minecraft as a boundary object for participatory planning rather than a formal planning tool. Contribution: This study contributes insight into the use of Minecraft in participatory planning with NEET youth, a rarely studied group in serious games literature and game-based approaches.
The world of Minecraft
Uncover the history of one of the most influential games of all time in 'The World of Minecraft'. Explore how the critically acclaimed game evolved from a one-person project in 2009 to the global gaming phenomenon it is today.
A Study on the Construction of a Computational Model for Online International Chinese Cultural Diffusion Based on Minecraft
In order to understand the online international dissemination of Chinese culture through online games, this paper constructs a computational model of cultural dissemination based on a hypergraph. The model constructs a network topology based on hypergraph theory, divides the states of individuals spreading Chinese cultural information in online social networks, and calculates the transfer probability of individual states based on the rules of cultural information spreading. The analysis of the algorithms reveals that the maximum infection ratio of the model in this paper decreases slowly, and the coverage rate of immune nodes reaches 0.9, indicating good stability and adaptation performance. The model accurately simulates the process of Chinese culture diffusion in the Minecraft community. The mean value of the evaluation of the six entries on learning motivation and attitude is 3.73 points, which indicates that the use of Minecraft helps improve students’ motivation for learning about Chinese culture.
The big book of hacks for Minecrafters : the biggest unofficial guide to tips and tricks that other guides won't teach you
While there are several successful game guides on the market already, this book will be the first unofficial hacker's super-guide dedicated to fighting mobs, building, and much more that's especially geared toward seven- to twelve-year-old Minecrafters. Kids will learn how to build awesome structures, create defense strategies for fending off hostile mobs, and get tips on mining, farming, and more.
Adventures in the metaverse
Purpose This paper aims to highlight the reputation risks of doing business in the metaverse. Design/methodology/approach The viewpoint is a subjective review of the technical, economic and cultural underpinnings of the metaverse from a corporate perspective. Findings While still in its infancy, the metaverse poses some reputation risks inherited from the internet and social media as well as new risks of its own. Originality/value While there have been numerous examinations of the potential perils of the metaverse, to the best of the author’s knowledge, this viewpoint is one of the first to suggest an approach to dealing systematically with its reputation risks.