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Minecraft - Digital Literacy - 8 lesson program

 

Lesson 1: Introduction to Minecraft as a Learning Tool

Outcomes:

NSW: ST3-2DP-T, ST3-3DP-T, ST3-11DI-T

Aus: ACTDIP018, ACTDIP019, ACTDIK014

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​Objective: Students will familiarize students with Minecraft’s educational platform and basic navigation.

  1. Introduction (10 minutes)

  • Begin by engaging students in a discussion about how video games can be educational and what they know about Minecraft.

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  2. Main Activity (30 minutes)

  • Demonstrate key controls and tools within Minecraft Education Edition.

  • Guide students as they navigate a pre-made world and identify key elements such as blocks and resources.

  • Have them complete a simple exploration task to get comfortable.

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  3. Conclusion (5 minutes)

  • Lead a class reflection on the experience, asking students how digital tools like Minecraft can support learning and problem-solving.

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Lesson 2: Basic Coding with Minecraft Blocks

Outcomes:

NSW: ST3-2DP-T, ST3-3DP-T, ST3-11DI-T

Aus: ACTDIP018, ACTDIP019, ACTDIK014

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Objective: Students will be introduced to block-based coding using Minecraft

  1. Introduction (10 minutes)

  • Explain the concept of coding and how it applies to video games.

  • Highlight how block-based coding works.

 

  2. Main Activity (30 minutes)

  • Present a coding challenge where students use block commands to move a character or build a simple structure.

  • Demonstrate sequencing and introduce basic loops.
     

  3. Conclusion (5 minutes)

  • Have students share their completed tasks and discuss any challenges they faced while coding.

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Lesson 3: Creating Algorithms in Minecraft

Outcomes:

NSW: ST3-2DP-T, ST3-3DP-T, ST3-11DI-T

Aus: ACTDIP018, ACTDIP019, ACTDIK014

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Objective: Students will create algorithms to complete specific tasks.

  1. Introduction (5 minutes)

  • Review the concept of algorithms and provide real-world examples (e.g., following a recipe).
     

  2. Main Activity (35 minutes)

  • Ask students to plan an algorithm on paper for building a simple structure, then implement it using block-based code in Minecraft.

  • Encourage them to debug and refine their code as needed.
     

  3. Conclusion (5 minutes)

  • Reflect on the importance of planning and problem-solving in coding.

 

Lesson 4: Coding with Conditions (If-Then Statements)

Outcomes:

NSW: ST3-2DP-T, ST3-3DP-T, ST3-11DI-T

Aus: ACTDIP018, ACTDIP019, ACTDIK014

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Objective: Students will implement conditional logic to create dynamic interactions.

  1. Introduction (5 minutes)

  • Discuss the concept of conditional statements with simple, relatable examples (e.g., “If it rains, use an umbrella”).

 

  2. Main Activity (30 minutes)

  • Guide students in creating a project where actions depend on conditions, such as opening a gate if a button is pressed.

  • Let them explore different scenarios and test their code.

 

  3. Conclusion (10 minutes)

  • Hold a class discussion on how conditional logic is used in everyday technology.

 

Lesson 5: Iterative Coding and Loops

Outcomes:

NSW: ST3-2DP-T, ST3-3DP-T, ST3-11DI-T

Aus: ACTDIP018, ACTDIP019, ACTDIK014

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Objective: Students will utilise loops for repeated actions in Minecraft coding.

 1. Introduction (5 minutes)

  • Introduce loops and explain their purpose with a simple example (e.g., repeating a phrase).

 

  2. Main Activity (30 minutes)

  • Set a challenge where students use loops to perform repeated actions, such as digging multiple blocks or constructing a pattern.

  • Encourage them to experiment with different types of loops.

 

  3. Conclusion (10 minutes)​

  • Have students present their work and share how using loops simplified their code.

 

Lesson 6: Collaborative Problem-Solving with Minecraft

Outcomes:

NSW: ST3-2DP-T, ST3-3DP-T, ST3-11DI-T

Aus: ACTDIP018, ACTDIP019, ACTDIK014

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Objective: Students will be able to solve a complex challenge through team-based coding.

  1. Introduction (5 minutes)

  • Explain the importance of teamwork and collaborative problem-solving in coding.

 

  2. Main Activity (30 minutes)

  • Divide students into small groups and assign them a collaborative project (e.g., building a functioning bridge or maze).

  • Guide teams in dividing tasks and coding together.
     

  3. Conclusion (10 minutes)​

  • Facilitate a group reflection on the strategies used and how teamwork helped achieve the task.

 

Lesson 7: Advanced Coding Techniques

Outcomes:

NSW: ST3-2DP-T, ST3-3DP-T, ST3-11DI-T

Aus: ACTDIP018, ACTDIP019, ACTDIK014

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Objective: Students will explore more complex coding tasks involving variables and nested loops.

  1. Introduction (5 minutes)

  • Introduce the concept of variables and explain how they can be used to store data.

 

  2. Main Activity (30 minutes)

  • Guide students through a task that involves using variables (e.g., keeping track of player scores) and demonstrate how nested loops can be used for more complex builds.
     

  3. Conclusion (10 minutes)​

  • Discuss the new techniques and their applications in more advanced projects.

 

Lesson 8: Showcase and Assessment

Outcomes:

NSW: ST3-2DP-T, ST3-3DP-T, ST3-11DI-T

Aus: ACTDIP018, ACTDIP019, ACTDIK014

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Objective: Students will demonstrate understanding through a final project presentation.

  1. Introduction (5 minutes)

  • Explain the expectations for the final project and give students time to plan.
     

  2. Main Activity (35 minutes)

  • Allow students to work on a project of their choice that incorporates various coding elements learned throughout the program.

  • Provide support and guidance as needed.

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  3. Conclusion (5 minutes)​

  • Host a showcase where each student or group presents their project.

  • Use peer and teacher feedback to assess creativity, complexity, and understanding.

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