First Litcraft Teacher Training event – 24 Jan 2018

Jan. 30, 2018 | james

Last week (24/01/2018), the project team was proud to attend its initial training event through Computing at School – a series of training events intended to introduce areas of innovation that will shape the classroom of the future. This was our first engagement with an audience of teachers, and thanks to Sally’s hard work on converting Litcraft – Treasure Island over to the iPad version, and the incredibly useful input from Dr Zoe Bolton on shaping the lesson plans to meet current classroom focii, the full-morning event was a success.


Of course, one group of teachers set about to systematically dismantle the Hispaniola, pre-empting potential distractions…

Sally introduced the wider project and the aims of the Litcraft component, whilst James provided a detailed summary of Minecraft and guide to using it. Only two of the teachers had prior experience with Minecraft, and even then it was indirect (through their own children); none had played it before – which demonstrated the primary barrier (ease of accessibility) that such resources need to break through. Lots of feedback was received that highlighted one key potential issue: a potential reliance on pupils having a broader knowledge of the software than the teacher could. Of course, teaching method varies from teacher to teacher, and some argued for the benefit of allowing pupils to direct lessons, and this very concern formed one of the core approaches for the project – that it could be used to encourage peer-to-peer learning.

This feedback has highlighted the need to provide a greater degree of instruction in the core software control schemes – as was pointed out, given the immense popularity of the game, pupils *would* have that knowledge and assist one another – which is encouranging a focus on group-based lesson plan activities rather than purely as solo activities.

The core concept of Litcraft – allowing those of weaker literate ability to interact with a literary environment in a novel manner, and come to discover the texts through a whole new (visual , active, and task-based, rather than purely textual, passive, and narratised) direction – was incredibly well-received, with a number of participants expressing an interest in directly trialing future iterations in their classrooms. Minecraft is becoming an important part of the modern classroom, and Litcraft is wonderfully positioned to pioneer digital literacy education in a new and exciting direction.

Minecraft screenshot


Flint’s Pointer – to a digital classroom

If anyone else would be interested in discussing opportunities to host a trial event at a school, library, or any other event – please do not hesitate to get in touch.