Game-based learning shows real promise for engaging students in well-funded schools, but what about everyone else? We propose a practical framework for implementing Minecraft Education Edition in Bangladesh's 130,000 schools where 55 percent lack reliable internet, rural areas experience 12-16 hour daily power availability, only 8 percent of rural schools have computer access, and student-teacher ratios reach 52:1. Our approach tackles these constraints head-on with three deployment tiers: cloud-based multiplayer for urban schools with stable infrastructure (15 percent), local area network solutions with solar power for semi-urban contexts (30 percent), and offline turn-based modes using refurbished hardware for rural settings (55 percent). We provide eight pre-built curriculum-aligned worlds with complete Bangla localization covering topics from Lalbagh Fort reconstruction to monsoon flood simulation. The interface accommodates first-time users through progressive complexity, culturally familiar metaphors using local farming and architecture, and accessibility features including keyboard-only controls and 200 percent text scaling. Teacher training spans 48 hours across digital literacy, pedagogical integration, and content creation. We detail evaluation protocols with specific benchmarks: 15 percent learning gains, 70 percent transfer task mastery, System Usability Scale scores above 70, and sub-two-dollar cost per student-hour. This framework has not been empirically validated; it synthesizes game-based learning theory, HCI principles, and contextual analysis to provide implementable specifications for pilot testing in resource-constrained settings.
翻译:游戏化学习在资金充足的学校中展现出激发学生参与度的切实潜力,但对于其他学校呢?本文提出一个在孟加拉国13万所学校中实施《我的世界:教育版》的实用框架——这些学校中55%缺乏稳定网络连接,农村地区每日电力供应仅12-16小时,仅8%的乡村学校配备计算机设备,师生比高达52:1。我们的框架通过三个部署层级直面这些制约:为基础设施稳定的城市学校(15%)提供基于云端的多人游戏方案;为半城市环境(30%)设计配备太阳能供电的局域网解决方案;为农村地区(55%)开发基于翻新硬件的离线回合制模式。我们提供了八个与课程配套的预制世界,包含从拉尔巴格堡重建到季风洪水模拟等主题,并完成孟加拉语本地化。界面设计通过渐进式复杂度、采用本地农耕与建筑等文化熟悉隐喻、以及包含纯键盘操作与200%文本缩放等无障碍功能,适配首次使用者需求。教师培训涵盖数字素养、教学融合与内容创作三大模块,总计48学时。我们详细阐述了包含具体基准的评估方案:15%的学习增益率、70%迁移任务掌握度、系统可用性量表得分高于70分,以及每生每学时成本低于两美元。本框架尚未经实证验证,其综合了游戏化学习理论、人机交互原则与情境分析,旨在为资源受限环境下的试点测试提供可实施的规范方案。