Accessibility and innovation: IEB Minecraft as a tool for exploring collections

Authors

DOI:

https://doi.org/10.11606/2316901X.n89.2024.e10717

Keywords:

Minecraft, IEB, Videogame, exploring collections

Abstract

The Instituto de Estudos Brasileiros (IEB) has designed a video game in which participants create their own characters and enter the institution’s building to playfully explore the collections distributed between the Archives, the Library and the Visual Arts Collection. The aim of the launch of IEB Minecraft is to promote the Institute to a new audience – with an estimated age between 12 and 20 years old –, already used to digital language and the world of games, becoming an innovative way of getting young people to access the IEB's collections in a playfully and interactively. The selection of the collections for the game encompasses themes related to the works and trajectories of Brazilians of African descent and Black history – intellectuals, artists, poets – in their multiple expressions.

Downloads

Download data is not yet available.

Author Biography

  • Pedro B. de Meneses Bolle, Universidade de São Paulo. Instituto de Estudos Brasileiros

    Pedro B. de Meneses Bolle is head of the Scientific Division at the Instituto de Estudos Brasileiros of Universidade de São Paulo (IEB/USP), journalist, systems analyst, Games for Change juror since 2020 and creator of the IEB Minecraft game.

References

AMARAL, Mônica G.T, NAZARÉ, Wilma (Org.). Dossiê História e Culturas Afro-brasileiras, Revista do Instituto de Estudos Brasileiros, São Paulo, Brasil, n. 62, 2015, p. 20-207. Disponível em: https://www.revistas.usp.br/rieb/issue/view/8151. Acesso em: 23 jan. 2021.

AMOS, Evan. A história dos videogames: uma jornada fotográfica pelos consoles. Volume 2. 1. ed. São Paulo: Editora Europa, 2020.

BRAY, B.; MCCLASKEY, K. How to personalize learning: a practical guide for getting started and going deeper. Thousand Oaks: Corwin, 2016.

COX, Alex. The history of Minecraft – the best selling PC game ever. TechRadar, September4, 2020. Disponível em: https://www.techradar.com/news/the-history-of-minecraft. Acesso em: 31 out. 2024.

CRUZ, Adriana. Atividades da edição virtual da Feira USP e as Profissões foram vistas mais de um milhão de vezes. Jornal da USP, 22 de setembro de 2020. Disponível em: https://e.usp.br/rig. Acesso em: 31 out. 2024.

FEIRA USP E AS PROFISSÕES. Universidade de São Paulo. Pró-Reitoria de Cultura e Extensão, s.d. Disponível em: https://e.usp.br/rij. Acesso em: 30 out. 2024.

GAMES for Change Türkiye Festival. Disponível em: https://turkiye.gamesforchange.org. Acesso em: out. 2024.

GOLDBERG, Daniel, LARSSON, Linus. Minecraft: the unlikely tale of Markus “Notch” Persson and the game that changed everything. 2. ed. New York: Seven Stories Press, 2013.

IEB – Instituto de Estudos Brasileiros. Disponível em: https://www.ieb.usp.br. Acesso em: out. 2024.

IEBINÁRIO. Site dos webinars do IEB, s.d. Disponível em: https://www.ieb.usp.br/iebinario. Acesso em: 30 out. 2024.

IEB Minecraft. Accessing collections via Minecraft. Setembro 2021. Disponível em: https://www.ieb.usp.br/minecraft. Acesso em: out. 2024.

KAPP, Karl M. The gamification of learning and instruction: game-based methods and strategies for training and education. San Francisco: Pfeiffer,2012.

NAÇÕES Unidas Brasil. Objetivos de desenvolvimento sustentável no Brasil. s. d. Disponível em: https://brasil.un.org/pt-br/sdgs. Acesso em: out. 2024.

OLIVA, Jaime Tadeu; MORAES, Marcos Antonio de; MARRAS, Stelio. Editorial. Revista do Instituto de Estudos Brasileiros, São Paulo, Brasil, n. 62, 2015, p. 15-16. http://dx.doi.org/10.11606/issn.2316-901X.v0i62p15-16.

PINK, Daniel H. Drive: the surprising truth about what motivates us. New York: Riverhead Books, 2009.

PODCAST DO IEB. Site do Spotify com Podcasts do IEB, s.d. Disponível em: https://podcasters.spotify.com/pod/show/difusieb. Acesso em: 30 out. 2024.

NEEDLER, Matthew; SOUTHAM, Phil. Minecraft: construction handbook – an Official Mojang Book. 2. ed. New York: Scholastic, 2015.

SHELDON, Lee. The multiplayer classroom: designing coursework as a game. Boston, MA: Cengage Learning, 2012.

Published

2024-12-17

Issue

Section

Criação

How to Cite

Bolle, P. B. de M. . (2024). Accessibility and innovation: IEB Minecraft as a tool for exploring collections. Revista Do Instituto De Estudos Brasileiros, 1(89), e10717. https://doi.org/10.11606/2316901X.n89.2024.e10717