TY - JOUR
T1 - Assessing the benefits of digital game-based learning with Minecraft in children, adolescents and young adults
T2 - A broad systematic review
AU - Slattery, Eadaoin J.
AU - Lehane, Paula
AU - Butler, Deirdre
AU - O'Leary, Michael
AU - Marshall, Kevin
N1 - Publisher Copyright:
© 2025 The Author(s). Review of Education published by John Wiley & Sons Ltd on behalf of British Educational Research Association.
PY - 2025/4
Y1 - 2025/4
N2 - Minecraft is a popular digital game-based learning (DGBL) tool used in learning environments around the world. With increasing emphasis on evidence-informed practice and policymaking in educational systems, this paper systematically reviews the evidence base behind the use of Minecraft in improving academic, cognitive, motivational-affective and social outcomes. We searched seven databases and other secondary sources up until February 2024. Pre-post intervention studies that evaluated the use of Minecraft (randomised, non-randomised and single-group studies) in children, adolescents and young adults were included. Twenty-nine studies satisfied our inclusion criteria. Studies primarily investigated Minecraft as a tool to improve cognitive (n = 7) and academic (n = 16) outcomes. Studies reported positive effects on spatial thinking (n = 2), creativity (n = 3), critical thinking (n = 1), mathematics (n = 5), science (n = 4) and language (n = 2). However, all studies included in this review had a medium or high risk of bias. Therefore, while Minecraft demonstrates good potential in improving these outcomes, effects need to be replicated in more rigorous studies. Suggestions for future research are discussed. This review provides timely evidence for educators, school leaders and policymakers regarding the use of DGBL with Minecraft.
AB - Minecraft is a popular digital game-based learning (DGBL) tool used in learning environments around the world. With increasing emphasis on evidence-informed practice and policymaking in educational systems, this paper systematically reviews the evidence base behind the use of Minecraft in improving academic, cognitive, motivational-affective and social outcomes. We searched seven databases and other secondary sources up until February 2024. Pre-post intervention studies that evaluated the use of Minecraft (randomised, non-randomised and single-group studies) in children, adolescents and young adults were included. Twenty-nine studies satisfied our inclusion criteria. Studies primarily investigated Minecraft as a tool to improve cognitive (n = 7) and academic (n = 16) outcomes. Studies reported positive effects on spatial thinking (n = 2), creativity (n = 3), critical thinking (n = 1), mathematics (n = 5), science (n = 4) and language (n = 2). However, all studies included in this review had a medium or high risk of bias. Therefore, while Minecraft demonstrates good potential in improving these outcomes, effects need to be replicated in more rigorous studies. Suggestions for future research are discussed. This review provides timely evidence for educators, school leaders and policymakers regarding the use of DGBL with Minecraft.
KW - digital game-based learning
KW - Minecraft
KW - systematic review
UR - http://www.scopus.com/inward/record.url?scp=85216562912&partnerID=8YFLogxK
U2 - 10.1002/rev3.70035
DO - 10.1002/rev3.70035
M3 - Review article
AN - SCOPUS:85216562912
SN - 2049-6613
VL - 13
JO - Review of Education
JF - Review of Education
IS - 1
M1 - e70035
ER -