Minecraft as an Educational Tool Before, During, and After the Pandemic: A Case Study Research Project
Categoria dell'articolo: Research Article
Pubblicato online: 22 nov 2024
Pagine: 87 - 103
DOI: https://doi.org/10.2478/eurodl-2024-0011
Parole chiave
© 2024 Elisabetta M. Cigognini et al., published by Sciendo
This work is licensed under the Creative Commons Attribution 4.0 International License.
The pandemic school years represented a time of profound crisis for education, especially in those countries where schools did not yet have an established experience with distance teaching and learning, including Italy. Educational institutions globally had to respond to an unexpected and forced transition from face-to-face to distance learning by experimenting with new and unfamiliar online teaching practices (Carrillo & Flores, 2020; König et al., 2020). The health emergency caused a situation of strong uncertainty, and schools found themselves operating in a context of unprecedented and constantly evolving challenges. With the suspension of in-person teaching activities and the introduction of distance learning, new difficulties, but also valuable opportunities, emerged for a general rethinking and renewal of teaching and organizational practices (Carretero Gomez et al., 2021; Center for Social Investment Studies, 2020; Sun et al., 2020).
The Italian education system was ill-equipped for the health crisis, lacking both structural preparedness and digital skills among students and teachers (INDIRE, 2020a; Lucisano, 2020). Redesigning distance learning posed challenges, especially for hands-on disciplines and collaborative activities hindered by social distancing measures (Ranieri et al., 2020). Consequently, schools globally adopted blended and online laboratory teaching methods to sustain collaborative learning (Gamage et al., 2020). Unfortunately, in our country, teachers prepared for distance learning were a ‘small minority’, and this may have exacerbated that ‘destabilizing uncertainty’ (Perla & Riva, 2016) produced by the interruption of traditional teaching methods and the need to reorient their actions (Mezirow, 2016). At the same time, the unprecedented situation in which they found themselves operating has certainly renewed reflection on the meaning, purposes, and methods of their teaching practice (Tramma, 2018).
But in Italy, this rethinking has not always translated into concrete actions and practices of renewal. During the lockdown (INDIRE, 2020a, 2020b, 2021; SIRD, 2020), surveys indicated minimal modifications in teachers’ methodologies. A significant portion continued using traditional frontal teaching even in distance learning, neglecting active methods (Ianes & Bellacicco, 2020). In many cases, in-person practices were replicated online (INDIRE, 2020a, 2020b, 2021; SIRD, 2021), hindering competency development outlined in National Guidelines (MIUR, 2012) and laboratory teaching promoting applied knowledge, skills, and competencies (Cigognini & Di Stasio, 2022). National and international data confirm a decline in active and practical teaching methods post-COVID (INDIRE, 2020b, 2021; OECD, 2020; SIRD, 2020). Few teachers used practical methods, but those who did, especially in distance teaching, reported higher satisfaction levels. These ‘practical teaching’ teachers not only implemented ‘active, collaborative teaching focused on developing critical thinking and metacognition’ more frequently (INDIRE, 2020b, p. 15) but also experimented with new assessment methods, such as self-assessment and peer assessment, contrary to what was done by ‘non-practical teaching’ teachers.
Online learning necessitates redesigning teaching methods and adjusting lesson schedules to manage cognitive fatigue from prolonged technology use and the unfamiliar educational setting. The goal is to sustain learner engagement through active teaching, encouraging participation and collaboration via remote teamwork solutions. Emphasizing laboratory teaching is crucial (Bruschi & Ricchiardi, 2020). However, while online meetings and virtual conferences have become common tools for teachers globally (Aslan, 2021), adapting teaching activities to impart professional skills in the new online landscape has proven to be a considerably more complex challenge. While face-to-face lectures have been transformed into live synchronous and asynchronous streaming videoconferences, the problem has arisen for those courses characterized by practice-oriented activities, which require teacher–student interaction and significant use of laboratory tools. The online approach, e-learning tools, and distance learning modalities work very well for knowledge construction through content delivery and process supervision, but they have limitations in developing practical laboratory skills (Gamage et al., 2020).
Despite these limitations, research has repeatedly shown that students’ learning outcomes in remote laboratories are equal to or sometimes better than those in traditional laboratories (Byukusenge et al., 2022; Fadda & Vivanet, 2021; Post et al., 2019; Rubim et al., 2019). This is because remote laboratories provide a more collaborative learning environment, thanks to the higher level of interaction between students and teachers, compared to in-person labs (Gamage et al., 2020). Where possible, lab activities have been replaced with online workshops and dedicated distance learning solutions, including the use of videos demonstrating experimental work, analysis of simulated or previously collected data, step-by-step visualization of the experimental process, and the execution of experiments using virtual scientific resources (Iuliano et al., 2021; Qiang et al., 2020).
One adoptable solution for implementing distance learning through hands-on activities is online game-based learning (GBL). This methodology integrates game features with learning materials in an interactive online world to facilitate the acquisition of knowledge and skills (Cheung et al., 2008). Previous research has demonstrated the effectiveness of this approach in enhancing student learning outcomes (Brezovszky et al., 2019; Wardoyo et al., 2020; Yang et al., 2022), and it is increasingly being adopted in innovative educational settings (Lorenzo-Alvarez et al., 2020). The growing popularity of online GBL is motivated by its voluntary and enjoyable nature (Felszeghy et al., 2019), serving as an active learning tool that ensures a high level of student motivation and engagement (Kolpikova et al., 2019; Plump & LaRosa, 2017). It supports experiential learning, peer learning, and collaborative learning (Marrara et al., 2021; Sutton & Jorge, 2020), enabling the acquisition of knowledge and skills in an engaging and interesting manner (Baek et al., 2020).
It has been verified that the use of immersive games such as Minecraft, Fortnite, and Roblox can have positive effects on the development of higher-order skills such as decision-making, critical thinking, problem-solving, and collaboration abilities (An, 2018; Powers, 2019). Moreover, the inherent competition in this approach encourages students to dedicate more time to learning activities, creating an important flow experience that leads to better performance through continuous and repeated practice (Chen & Chang, 2020). Additionally, these games are particularly effective in creating a sense of presence and co-presence (Bulu, 2012) and have mitigated the impact of social isolation during the pandemic (Du et al., 2021). All these potentials have been leveraged in the educational use of Minecraft at a distance (Rader et al., 2021; Sena & Jordão, 2021).
In this contribution, we present the immersive teaching experience and educational use of Minecraft in both in-person and remote settings, conducted within the research project MineClass from 2018 to 2021. The first part of the work provides a brief theoretical framework useful for contextualizing the educational role of Minecraft, while the second part describes the methodological approach of the study. In the third and fourth sections of this study, a comprehensive overview of the primary findings is presented and analyzed.
Minecraft is a 3D sandbox video game. The term ‘sandbox’ refers to the sandboxes usually set aside for young children to play in—protected and controlled environments where experimentation is possible in various ways. In Minecraft, the user’s avatar has a workspace and tools to interact with the virtual world of the video game. The world is made up of 3D blocks (reminiscent of LEGO blocks) of different materials earth, sand, stone, wood, water, and lava—and the player can use them to build objects, placing them as they wish. It is a game that also includes multiplayer mode and interaction with other players. Three-dimensional elements created in the game can be populated with structures, animals, and various characters. In recent years, Minecraft has garnered great popularity, permeating education and finding a place within schools as an instructional tool, especially with the introduction of Minecraft Education Edition. Its integration into education has been supported by scholars such as Cipollone et al. (2014), who noted its capacity to foster creativity and enhance conceptual understanding in ways often more attainable than real-world experiential learning. Minecraft’s educational applications span diverse disciplines, from STEM subjects (Lane et al., 2017) to the Arts (Cayatte, 2014), and extend to informal contexts, promoting the development of socio-emotional skills (Ringland et al., 2016). As educational institutions increasingly embrace Minecraft, there has been a surge in instructional materials guiding teachers in its classroom integration (Benassi, 2021; Dikkers, 2015; Gallagher, 2014).
MineClass was an online training and experimentation course organized by The National Institute for Documentation, Innovation and Educational Research (INDIRE) from 2018 to 2021 in collaboration with Microsoft, intended for primary and secondary school teachers and aimed at experimenting with Minecraft as educational software. Continuing the reflection on the use of video games to support immersive learning in education, which has been ongoing at INDIRE for some time (Benassi, 2013, 2018; Benassi et al., 2011; Niewint et al., 2019), the research group designed three editions of the MineClass program, investigating the possible enabling conditions—training, support, materials, previous experiences, and educational-organizational context—to integrate the use of Minecraft in the classroom, with the goal of providing meaningful learning experiences for students and sustainable experiences for teachers (Benassi, 2021).
The training for teachers was delivered through a dedicated Moodle platform and structured in four phases: a familiarization phase with the video game and its modes of use; a phase of designing educational activities based on specific disciplines and/or the development of cross-cutting skills; the actual experimentation in the classroom with students; and documentation of the experience. The training model, inspired by design thinking, emphasized the importance of the ideation and paper-based design phase before immersing in the virtual world. This phase is essential for planning roles, objectives, and actions, as well as for subsequent metacognitive reflection on one’s actions. The paper-based project allows for iterative returns during experimentation to what was agreed upon in the ideation phase with colleagues, making necessary corrections. This approach enables the crucial negotiation between creativity, technical constraints, and educational objectives (Benassi et al., 2019), ensuring the feasibility and sustainability of educational actions in Minecraft.
The first edition of MineClass started in December 2018 and ended in June 2019. Given the interest shown by teachers, the course was subsequently replicated in two additional editions, in the 2019/2020 and 2020/2021 school years. In total, the MineClass course trained >300 teachers over the three editions. The MineClass training focused, rather than on the functioning of the software, on the acquisition, by teachers, of a specific didactic methodology developed by the researchers together with a group of teachers and strongly inspired by the principles of Design Thinking (Brown, 2008). This methodology provides that:
the activity of building in Minecraft by students is always preceded by paper planning, so that the action (building) always depends on a declared plan on paper and that problems are first addressed in the definition, ideation, and planning stages, even before implementation; students are left with a good degree of autonomy in their activity. One of Minecraft’s strengths is that it allows students to unleash their creativity and initiative. Classroom teaching activities should, therefore, tend towards a balance between constraints (necessary to guide students and prevent the activity from getting out of control) and degrees of freedom (which allow them to be creative and autonomous in their decisions); students work in teams (small groups of three, four, or at most five students). Within the team, each student has a different role/responsibility.
Based on these and other indications, each participating teacher in the MineClass course was asked to design their own teaching activity based on their teaching discipline, incorporate it into the curriculum, and then experiment with it in class with their students during the training period.
Of the three editions of the MineClass course, the last two were strongly influenced by the pandemic. In the 2019/2020 edition, the lockdown occurred halfway through the course, when the participating teachers had already designed their teaching activity and were about to experiment with it in class. With schools closed, most of the teachers in that edition were unable to carry out the experimentation. However, some of them tried to redesign the activity so that it could be done by students (and the teacher) from home, using the potential of Minecraft as an online multiplayer platform. Minecraft, in its Education Edition version, allows the teacher to launch a game world on their computer and open it to other users connected remotely (Benassi, 2021).
In the 2020/2021 final edition, the schools had been reopened in a strong situation of regional discontinuity throughout Italy, but the rules on social distancing and the continuous threat that, with the worsening of the pandemic situation, schools could be closed again, made it difficult to repeat the MineClass course as it had been conceived before the pandemic, without the necessary corrections. It was therefore decided to limit the registrations to teachers who declared that they could manage and conduct the experimentation of activities even in case of school closure, that is, in ‘DaD’ (Distance Teaching and Learning). As a result, the research applied to the MineClass course also expanded and adapted to be an observatory to accompany teachers and students in their learning paths related to the distance use of Minecraft and to investigate the methods involved.
The study in question integrates results from case studies, qualitative–quantitative surveys, and semi-structured interviews conducted with participants in the MineClass project, using a mixed methods approach with the integration of qualitative–quantitative tools for data collection (Mortari & Ghirotto, 2019; Trinchero & Robasto, 2019). The focus of the study is on the last year of the pandemic and the final follow-up.
In constructing the semi-structured questionnaire, it was decided to prepare a single one for all three grades of education, calibrating the language. The sections of the questionnaire echo the P21 European Framework for mapping skills DigCompOrg and the results of the qualitative study conducted in 2019 through the construction of 12 case studies selected from experimental projects proposed by teachers in training (Benassi et al., 2019).
The MineClass research framework had to adapt due to the advent of the pandemic. On one hand, it was compressed in terms of teacher participation, as only those who could continue teaching activities with the entire class, even remotely, were involved. On the other hand, it reformulated the research setting as a privileged qualitative accompaniment and observatory of ongoing distance laboratory activities. This included dedicated web meetings, semi-structured online interviews, focus groups, and textual analysis of project materials and diary entries. In 2020, structured questionnaires were not administered to teachers and students, opting instead for a supportive and research-based approach more suitable for the emergency school context. The quantitative aspects of emergency teaching were investigated by the INDIRE Distance Learning Observatory (INDIRE, 2020a, 2020b), which engaged a portion of the same research group.
The 2020/2021 edition saw the participation of teachers who completed training and experimentation in the educational use of Minecraft, even in the midst of the pandemic. They were involved in an initial and a final questionnaire, the construction of documentation for training activities, and final project work. At the end of the program, within the broader primary sample of all teachers who completed the MineClass program, a follow-up questionnaire was administered in 2022 to delve into the educational use of the video game during the pandemic years (Cigognini et al., 2022; Nardi et al., 2023).
The semi-structured questionnaire was proposed in a self-administration mode lasting approximately 20 min, and it includes closed-ended and Likert scale questions to assess attitudes and perceptions. It consists of 16 questions divided into three sections aimed at exploring: (i) the persistence of teaching activities in Minecraft at least 6 months post-training, (ii) the spread of immersive teaching activities within schools, and (iii) the added value observed in immersive distance teaching during the pandemic.
Here the focus is on the results of the last year of the pandemic and the final follow-up. The questionnaire1 was proposed in self-administration mode, through the CAWI – computer Assisted Web Interview LimeSurvey software, and was previously submitted to a reasoned sample of respondents to assess the consistency of the questions and the average response time. Based on the pre-tests, adjustments were then made to arrive at the final version, consisting of 19 questions for an average time of 20 min, including closed-ended and on 4-valueLikert scale questions. The 2021 edition reduced the number of questions to 14 and did not include some items in the questionnaire administered in 2019, which were considered no longer significant as a result of the pandemic period. Here, only the items common to both administrations will be presented and analyzed. The questionnaire was administered between May–June 2019 and May–June 2021. The response rate to the questions decreased from 99%–98% of the first questions to 87%–85% of the last section in both editions.
The statistical analysis conducted resulted in the elaboration of all variables through simple and cross tabulated frequency tables, with data presented and discussed in terms of frequencies and percentages. Data analysis utilized statistical methodologies of univariate and bivariate analyses (Pearson’s chi-squared test) for structured questionnaires, and posterior categorization by three independent judges for textual analysis of interviews, focus groups, online forums, blogs, and teachers’ work. The quantitative results presented below pertain to two questionnaires: the first addresses the perspectives of teachers who implemented immersive distance learning, while the second focuses on the experiences of students who engaged with Minecraft during the pandemic.
The research questions underlying the experimental activities concerned the sustainability and enabling conditions of using Minecraft in their curricular teaching, and how and whether the immersive teaching thus prepared could enhance the development of transversal skills of the P21 framework (Mishra & Kereluik, 2011). Specifically, attention is directed towards autonomy, teamwork, and socialization skills. Furthermore, this contribution aims to highlight students’ attitudes in terms of the social and relational dimensions of learning and the development of competencies such as problem-solving, task autonomy, and peer interaction. Specifically, this study addressed the following four questions. What are teachers’ perceptions of the educational use of Minecraft in-person and at a distance? What are the differences perceived by students between lessons with Minecraft and other lessons? What did the students enjoy about the lessons with Minecraft? What are the difficulties encountered by students? What difficulties did students experience with respect to group work? What are students’ perceptions of the educational use of Minecraft in-person and at a distance?
In the initial survey conducted in June 2019, 1,634 students took part, comprising 51% females and 49% males, who were voluntary students from the classes of 122 teachers who completed the MineClass classroom experimentation. The estimated sample size was approximately 3,050 subjects, based on class compositions of about 24 students each. Thus, the respondents represent 54% of the total student population. In terms of school levels, the majority of the sample belonged to primary schools, in line with the age group of the Minecraft video game, accounting for 60.5% of the total students. Lower secondary school students represented 31.5% of the students, while a small group of upper secondary school students (8%) completed the sample, reflecting the older age of students who had abandoned Minecraft as their favorite video game in childhood, and the educational use of Minecraft remains functional as a meta-environment and familiar space for more complex learning. In the 2020/2021 school year during the pandemic, the sample size significantly decreased, consisting of voluntary students of 59 teachers who were constrained to continue the experimentation both in school and during distance learning. The estimated number of corresponding students, assuming 24 students per class, was approximately 1,416 subjects. The respondents totaled 630 subjects (about 44% of the potential population), comprising 55% males and 45% females.
However, the response rate was acceptable as it surpassed (2019 edition) or aligned with (2021 edition) the average response rate (44%) found in the educational online survey literature (Wu et al., 2022). Regarding the three school grades, the respondents are distributed as summarized in Table 1.
Year | Sample | Gender | School grade |
---|---|---|---|
2019 | Students N = 1,634 | F (students) = 803 (49%) |
Primary = 60.5% |
Teachers N = 122 | |||
2021 | Students N = 630 | F (students) = 286 (45%) |
Primary = 45% |
Teachers N = 59 | |||
Total | All students N = 2,264 | F = 1,089 (48%) |
Primary = 53% |
Teachers (follow-up) N = 237 |
Above all, Minecraft is perceived by the teachers involved in the follow-up, who have also used it remotely, as a strong element of cohesion for socialization and the reduction of social distancing, despite the initial technological gap that saw a reduction in the classes that could participate in the experimentation due to technological access conditions. For those who have moved Minecraft to a distance setting, in the distributed and dislocated laboratory in the afternoon, there has been an increase in social well-being aspects in contrast to the pandemic school. Some questions of the 2020/2021 teacher questionnaire specifically concern the activities conducted in distance learning: out of 59 teachers, 56% of respondents report that their students were able to work from home on Minecraft activities, compared to 44% of teachers for whom distance activities for their students were not possible. Why? What were the obstacles to the use of Minecraft at a distance? Firstly, connectivity (36.2%), then inadequate devices (32.2%), or the unavailability of students’ personal devices at home for teaching activities (22.6%). At the end of the school year (June 2022), a follow-up survey of the just-concluded experience was administered to the 237 teachers involved in the 3-year experimentation, to which 150 subjects responded. Figure 1 shows the percentage distribution of teachers who continued to use Minecraft in their classroom teaching: over 41% of the subjects continued to use Minecraft as an immersive teaching environment, 29% used it for a period but not at the time of completing the questionnaire, and 30% of respondents ended the experience without further using Minecraft in school with their students (see Figure 1).
Figure 1.
Percentage distribution of teachers who continued to use Minecraft in their teaching (database: 150 out of 237 teachers).

The following graph delves into the characteristics of immersive teaching implemented. Immersive teaching has been practiced ‘at least once’ for almost 55% of the subjects, ‘three to five times’ for 24%, and for more than five activities for 21% of the respondents (see Figure 2).
Figure 2.
Percentage distribution of teachers based on the number of times they used Minecraft in their teaching (database: 150 out of 237 teachers).

Minecraft has accompanied teachers’ practice even in remote teaching for 63% of teachers, while 37% have not experimented with Minecraft remotely. This portion of teachers who have engaged in forced immersive distance teaching has highlighted some elements of using Minecraft in remote teaching as added value: the development of disciplinary skills (2.5% of respondents), socialization (5% of teachers), and, above all, motivation and engagement (for 43.6% of teachers), development of cross-cutting skills (23%), and autonomy of the students (20.5%); 5% of responding teachers do not find any added value. The data are summarized in Figure 3.
Figure 3.
Percentage distribution of teachers based on the added value observed in the use of Minecraft for distance learning (database: 150 out of 237 teachers).

The questionnaire results are structured around the following dimensions, consistent with the research questions underlying the contribution presented in the previous section: satisfaction with the project and educational activities conducted in Minecraft; self-efficacy perceived by students in participating in lessons and achieving educational objectives; the level of peer collaboration, engagement, and motivation of learners towards the proposed educational activities; some differences observed in terms of school level and gender of participants.
The voice of the students emerging from the analysis of the questionnaire data from the 2019 and 2021 editions tells of different educational experiences for 91% of the students in 2019 and 98% of the students in 2021:
59.7% of the students in 2019 and 67% of those in 2021 find lessons with Minecraft more enjoyable. 91.3% of the students in 2019 believe that lessons with the video game are different from more traditional ones because they can build things (67% for 2021) and because students can decide how and what to do (95.2% for 2019, compared to 67% for 2021). 74.7% (2019) of respondents identify the possibility of working together as the most characteristic element of lessons with Minecraft (80% for 2021). 89.3% of the students (2019), on the other hand, believe that the distinctive element of lessons with Minecraft is the fact that students can use computers and other digital tools during these lessons (a redundant question for pandemic-era students). A significant portion (91.4% in 2019 and 51.8% in 2021) states that in these lessons, unlike others, they can create imaginative things, and the majority (95.5% in 2019, while, for the 2021 edition, 71%) claims that they do not just read facts from a book but actually create things.
The data are summarized in Figure 4.
Figure 4.
Students’ perceived differences between Minecraft lessons and other lessons (2019 edition database: 1,630; 2021 edition database: 630).

The feedback from the following items pertains to both areas investigated here, namely the development of the relational, motivational, and social dimensions and the development of autonomy, self-efficacy, and self-mastery. From the collected responses, it emerges that:
74.7% of the students in 2019 (80% for the 2021 edition) appreciated working in groups during Minecraft lessons; 90.4% of the students in 2019 (93.3% for 2021) liked the fact that when encountering a problem, they could discuss it with their peers and decide how to solve it; 80% of the students in 2019 particularly appreciated the fact that if they made a mistake, they could correct it (67.6% for 2021), which allowed them to develop critical thinking and engage in meta-reflection on the learning processes; 65.4% of the students in the 2019 edition (45.4% for the 2021 edition) liked that the teacher showed more interest in what the students were doing, highlighting the crucial role of motivation in the learning process.
In highlighting the key findings between traditional distance learning (DaD) and immersive, lab-based distance learning experienced with Minecraft, compared to the rest of the lessons conducted remotely during the pandemic, a valuable outcome remains—the relational dimension lived with profound emotional intensity. This served almost as a balm for the heavy isolation and social distancing endured by our students. Minecraft lessons are appreciated as active and hands-on teaching methods compared to traditional teaching and frontal distance learning (DaD), with strong statistical significance in relation to gender dynamics and school orders. The following graph highlights these positions by school orders (Figure 5).
Figure 5.
Students’ perceived added value of Minecraft lessons (2019 edition database: 1,630; 2021 edition database: 630).

When faced with a problem, the students know they can consult with their peers and decide how to solve it. Additionally, working in a group becomes easier because tasks can be divided among them.
‘Teachers show interest in what we do’ is feedback related to school levels; 2019 edition: 96% for primary school, 88% for lower secondary, and 91% for upper secondary, with
‘If there is a problem, I can discuss it with my classmates and solve it’ (2019 edition by school level, with
‘If I make a mistake, I can correct it’ (2019 edition with
‘I feel better in this type of lesson’ is a reflection that increases with school levels (2019 edition: 89% for primary school, 84% for lower secondary, and 80% for upper secondary, with
From the feedback of students in the first questionnaire (2019), it is learned that the majority of them (89.9%) did not encounter any particular difficulties in ‘understanding the teacher’s requests’, understanding if they had completed the tasks required adequately (78%), and ‘working together with classmates’ on the proposed educational activities (85.2%). Furthermore, a good portion (67.4%) of the respondents did not report issues related to the paper design phase, and there were no significant difficulties in adjusting the project, aligning it with the digital construction carried out within the video game (71.3%). It also emerges that the re-design of the paper project, once the process of construction in Minecraft has begun, is a process with high statistical significance concerning gender dynamics and school levels, in terms of increasing autonomy and maturity of the students: in 2019, there was high statistical significance by school levels, with
Regarding
Figure 6.
Difficulties encountered by students during Minecraft lessons (2019 edition database: 1,630; 2021 edition database: 630).

From the analysis of the data obtained regarding prior experience with Minecraft, it is evident that the use of the video game, before the pandemic (2021 edition) or at home before the experiment (2019 edition), acts as a dividing line for a certain level of competence/security or self-efficacy when approaching immersive education. This remains strongly associated with gender, regardless of the pandemic shock. In 2019, there was a distribution by school levels without statistical significance, with 38% in primary school, 42% in lower secondary, and 47% in upper secondary. However, there was very high statistical significance by gender, with 58% of males and 25% of females (
Half of the students (61% in the 2019 edition and 60% in the 2021 edition) stated that ‘working in a group was easier’ because they could ask their peers when they did not know something. In 2019 and 2021, 58% and 56% of students, respectively, responded that it was easier because ideas were combined with their peers, resulting in better ideas than individual ones. In 2019 and 2021, 86% and 55% of students, respectively, declared that it was easier because tasks could be divided, making it less strenuous. Certainly, working in a group also implies that if peers make mistakes, are slower, or do not put in as much effort, there can be consequences. This is a finding of increasing awareness, which has statistically significant associations with school levels (2019 edition: 96% in primary school, 94% in lower secondary, and 89% in upper secondary, with
In the face of a problem, there are gender-related differences in the approach of students. Boys know they can consult with their peers and decide how to solve it, and then working in a group becomes easier because tasks can be divided. For the 2021 edition, 60% of girls and 51% of boys believe this (with statistical significance at
Figure 7.
Difficulties encountered by students with respect to group work (2019 edition database: 1,630; 2021 edition database: 630).

Highlighting the key findings between traditional remote learning (frontal distance education) and immersive laboratory-based remote learning with Minecraft, as well as comparing Minecraft-based remote learning to the rest of the lessons conducted remotely during the pandemic period, a valuable insight emerges—almost like a balm for the isolation and heavy social distancing experienced by our students—the relational dimension experienced with longing, ‘almost as if they were in class with their peers’, even during remote learning (with 35% of males and 31% of females; with those who disagreed with this statement increasing with higher school levels: 26% in primary school, 34% in lower secondary, and 35% in upper secondary, with the awareness that classroom contact has been significantly depleted for adolescents, both with
One last point, still related to school levels: Was it difficult to work in groups from home? Absolutely not (just to be together): this is an observation that decreases with increasing school levels, with statistical significance (
Figure 8.
Students’ perceptions about the educational use of Minecraft in presence and at a distance (database 2021 edition: 630).

The results show the positive impact of the experimentation in terms of perceived added value for teachers in the development of transversal skills, increased motivation, involvement, and autonomy of their students. These data are particularly comforting and significant in relation to the unprecedented conditions posed by the pandemic and the forced closure of schools.
Despite some obvious difficulties in conducting distance learning laboratory activities during the pandemic months (Gamage et al., 2020), the experience conducted and presented in this contribution confirms the benefits found in previous research on the use of remote laboratories (Fadda & Vivanet, 2021), the implementation of online GBL paths (Wardoyo et al., 2020; Yang et al., 2022), and immersive distance learning conducted with Minecraft (Rader et al., 2021; Sena & Jordão, 2021). The greatest benefits can be traced to students’ ability to socialize, work in groups (even at a distance), and work independently, showing greater motivation and engagement compared to more traditional educational and learning activities. A good portion of the teachers included in the study continued to take advantage of the potential of Minecraft-based education even during school closures, demonstrating the validity of the experimentation conducted in the years prior to the pandemic.
The level of use of this methodology compared to the overall educational offer of teachers is also significant. The results related to the development of socialization skills, teamwork, autonomy, and distance problem solving are further experienced and deepened. With the increasing diffusion of laboratory education in secondary schools, product and process evaluation that supports competency-based learning processes has entered disciplinary learning spaces, and laboratory teaching activities focused on technological artifacts such as Mineclass seem to have supported the development of critical thinking among students, meta-reflection, and co-construction of learning processes. Some ‘side effects’ of distance learning have widely favoured the use of online documentation to follow step-by-step phases of group activities and constitute some feedback on the development of students’ metacognition and reflection on cognitive processes, implemented within the disciplinary aspects that make the school of doing increasingly practicable also in high school.
In this regard, it is hoped that laboratory-based teaching can extend beyond the classroom and also take place during students’ at-home time. This home environment is essential for metacognition, collaboration, peer evaluation, and critical self-assessment. The same national surveys on distance laboratory education underline this passage, for which distance laboratory work goes beyond the ‘synchronous hour’ and spills over into afternoon group activities in secondary school (INDIRE, 2022). The results also show the emergence of a widespread mode of laboratory teaching, where the classic laboratory is displaced and exits the classroom: it opens up to a time of school at home for laboratory work and collaborative activities, and peer-to-peer laboratory work can also take place in the afternoon, be managed in small groups, and deepen activities in a cross-cutting way. Without claiming to be exhaustive, the reflection is on how these aspects can constitute further enabling elements for deepening immersive teaching in high school as a laboratory mode, even in the context of a new normality in school.
The results of the study presented here show statistically significant relationships concerning the themes of autonomy, self-efficacy, and the social dimension of learning. This applies both in terms of increased autonomy and psycho-cognitive growth among students across different school levels and in terms of gender differences. These findings support the choice to favor active and laboratory-based teaching solutions even during the pandemic and distance education (Bruschi & Ricchiardi, 2020). Teachers involved in the follow-up already indicate Minecraft as a strong element of cohesion for socialization and the reduction of social distancing. Those teachers who managed to adapt Minecraft for remote use in the distributed and dislocated afternoon laboratory confirmed an increase in social well-being, which contrasts starkly with the experience of pandemic schooling (INDIRE, 2022a). In the follow-up, teachers also highlighted the benefits of experimentation in terms of added value for the development of transversal skills, increased motivation, student engagement, and autonomy (Cigognini et al., 2022; Nardi et al., 2023).
Remote learning (Distance and Digital Learning, DaD) and pandemic schooling have shifted the prevalence of laboratory-based teaching to secondary education levels (INDIRE, 2022b). Here, the greater autonomy and maturity of students in working remotely with their devices have proven functional in satisfying their strong need for social interaction. This is in contrast to the heavy burden of social distancing imposed by adults on secondary school students (Cigognini & Di Stasio, 2022). National and international surveys conducted during the lockdown period have, on the one hand, noted an overall reduction in active and laboratory-based teaching practices compared to the pre-COVID-19 period (OECD, 2020; SIRD, 2020). On the other hand, they have observed that only a minority of teachers have used these important practices to engage their students more and counteract the feelings of social and emotional isolation generated by the ongoing health emergency (INDIRE, 2020a).
In this context, the study described here stands out as a countertrend best practice. It has succeeded in highlighting the immersive aspects of teaching in service of the social dimension of learning, serving as an educational tool that ensures the maintenance of educational and social relationships despite the interruption of in-person teaching.
The feedback received from students through both questionnaires regarding the challenges faced during educational activities within Minecraft highlights difficulties related to collaborative learning and the intricate nature of learning dynamics, particularly when engaging with cognitive artifacts resembling project work. Students’ profound understanding of these challenges, coupled with their active involvement in situations involving technological artifacts as cognitive tools, alongside their growing self-efficacy, enhanced autonomy, and problem solving skills cultivated in immersive education, can be recognized as facilitating factors to be nurtured in the post-pandemic educational landscape.
As a concluding recommendation, to enhance these practices, extending study hours into the afternoon could facilitate collaborative work in pairs or small groups. The digital cloud spaces available in all schools for students could serve as platforms for these activities. Documentation of learning processes could be systematically gathered through these resources, always accessible for teacher feedback. Consequently, these processes could be deliberated upon during designated synchronous sessions. Preserving and nurturing these practices in the evolving educational environment is crucial and represents valuable habits that we should continue to cultivate.