The Massively Minecraft Project is an initiative created by Bron Stuckey and Dean Groom to explore and research games as educational, social and cultural experiences, focusing at this stage on the global phenomenon that is Minecraft. This project builds on the 2011 Massively Minecraft experimental community for teachers, parents and children to promote digital citizenship. Its aim was to help develop substantive game theory. The community grew to hundreds of players online, drawn from all corners of the world. Its guiding principle: No lessons, no teaching, just learning. It has been widely received as a transformational model, being showcased at Games For Change (2012) and Games, Learning & Society (2012 & 2013) as well as appearing on ABC TV’s Youth Programme, Good Game Spawn Point.
Dean Groom @Type217
Dean has a background was in advertising and design building one of Australia’s pioneering digital-design agencies in mid 1990s winning local and international awards. He’s been involved in developing online communities and audiences for over 15 years for myself and helping others to do the same.
He is a qualified designer, teacher, educational technologist and now I’m undertaking a doctorate at Macquarie University under the supervision of Professor Catherine Lumby in Media. He is investigating family negotiations of next-generation games and media consoles, currently working at the UNSW as Manager of Educational Development in the Faculty of Arts and Social Science.
He has written on the topic of games, virtual communities and education for ACER Press, ABC Television, The Conversation and The Department of Education and Parenting Magazines about video games as essential cultural literacies.
Dr Bron Stuckey @Bronst
Bron Stuckey has been engaged in educational community and games in learning development for the past 15. She is now a post doctoral research fellow of the Arizona State University Center for Games & Impact and has been a global lead for the Quest Atlantis program for 10 years.
She has worked to explore virtual worlds, games in learning and how we can cultivate identity, agency, citizenship, leadership, and community for students and teachers. Her role in the global communities of PLANE, Massively Minecraft and Quest Atlantis has lead to some breakthrough understandings about how gaming and digital citizenship need to be treated as a lived curriculum.
Bron speaks internationally on issues of games in learning and gamification and will be presenting in early 2014 at the Gamification Summit in San Francisco on gamification for community cultivation.