Campbell, B., Collins, P., Hadaway, H., Hedley, N., and Stoermer, M.: Web3D
in ocean science learning environments: Virtual big beef creek, in:
Proceedings of the 7th International Conference on 3D Web Technology, Web3D
'02, Tempe, USA, 24 February 2002, 85–91, https://doi.org/10.1145/504502.504517, 2002.
Clemenson, G. D., Henningfield, C. M., and Stark, C. E. L.: Improving
hippocampal memory through the experience of a rich minecraft environment,
Front. Behav. Neurosci., 13, 57, https://doi.org/10.3389/fnbeh.2019.00057, 2019.
Creswell, J. W., Plano Clark, V. L., Gutmann, M. L., and Hanson, W. E.:
Advanced mixed methods research designs, in: Handbook of mixed methods in
social and behavioral research, edited by: Tashakkori, A. and Teddlie, C.,
Sage, Thousand Oaks, USA, 209–240, 2003.
Dishion, T. J. and Granic, I.: Naturalistic observation of relationship
processes, in: Comprehensive handbook of psychological assessment, edited
by: Hayes S. N. and Heiby, E. M., John Wiley & Sons, Inc., Hobokun, USA,
143–161, 2004.
Dousay, T. A.: Effects of redundancy and modality on the situational interest
of adult learners in multimedia learning, Educ. Technol. Res. Dev., 64,
1251–1271, https://doi.org/10.1007/s11423-016-9456-3, 2016.
Dousay, T. A. and Trujillo, N. P.: An examination of gender and situational
interest in multimedia learning environments, Br. J. Educ. Technol., 50,
876–887, https://doi.org/10.1111/bjet.12610, 2019.
Downes, S.: Places to go: Connectivism & connective knowledge, Innov.
J. Online Educ., 5, 1–8, available at:
https://nsuworks.nova.edu/cgi/viewcontent.cgi?article=1037&context=innovate (last access: 30 September 2021), 2008.
Downes, S.: Recent work in connectivism, EURODL, 22, 113–132, https://doi.org/10.2478/eurodl-2019-0014, 2020.
Elgner, S., Adeli, S., Gwinner, K., Preusker, F., Kersten, E., Matz, K.-D.,
Roatsch, T., Jaumann, R., and Oberst, J.: Visualizing planetary data by
using 3D engines, European Planetary Science Congress, Riga, Latvia, 17–22
September 2017, 11, 2017.
Entwisle, D.: 3D geological modelling at the British Geological Survey
(BGS), NTU-BCA Workshop on 3D Geological Modelling, Singapore, 17 January
2019, 522402, available at:
http://nora.nerc.ac.uk/id/eprint/522402/ (last access: 30 September 2021), 2019.
Feig, A. D., Atchison, C. L., Stokes, A., and Gilley, B.: Achieving
inclusive field-based education: Results and recommendations from an
accessible geoscience field trip, J. SoTL, 19, 66–87, https://doi.org/10.14434/josotl.v19i1.23455, 2019.
Fleischner, T. L., Espinoza, R. E., Gerrish, G. A., Greene, H. W., Kimmerer,
R. W., Lacey, E. A., Pace, S., Parrish, J. K., Swain, H. M., Trombulak, S.
C., Weisberg, S., Winkler, D. W., and Zander, L.: Teaching biology in the
field: Importance, challenges, and solutions, BioSci., 67, 558–567,
https://doi.org/10.1093/biosci/bix036, 2017.
Formosa, S.: Neogeography and preparedness for real-to-virtual world
knowledge transfer: Conceptual steps to Minecraft Malta, Future Internet, 6,
542–555, https://doi.org/10.3390/fi6030542, 2014.
Godfirnon, M., Pirard, E., Evrard, M., Barnabé, P., and Shikika, A.:
BetterGeoEdu: European project for popularizing science through video games,
ORBi [code], available at:
http://hdl.handle.net/2268/251387 (last access: 30 September 2021), 2020.
Gregory, D. D., Tomes, H. E., Panasiuk, S. L., and Andersen, A. J.:
Building an online field course using digital and physical tools including
VR field sites and virtual core logging, J. Geosci. Educ., 1–16, https://doi.org/10.1080/10899995.2021.1946361, 2021.
Iwahashi, J., Nishioka, Y., Kawabata, D., Ando, A., and Une, H.:
Development of an online learning environment for geography and geology
using Minecraft, Abstracts of the ICA, Tokio, Japan, 15–20 July 2019,
https://doi.org/10.5194/ica-abs-1-143-2019, 2019.
Jamieson, J. and Herman, G.: Dynamic 3-Point Geological Plane Solver,
Geologic Web Utilities [code], available at:
http://www.impacttectonics.org/GeoTools/3ppops.html (last access: 30 September 2021), 2019.
Kop, R.: The challenges to connectivist learning on open online networks:
Learning experiences during a massive open online course, Int. Rev. Res.
Open Dis. Learning, 12, 19–38, https://doi.org/10.19173/irrodl.v12i3.882, 2011.
Lambert, D. and Reiss, M.: The place of fieldwork in geography and science
qualifications, University of London, London, UK, 2014.
Liben, L. S. and Titus, S. J.: The importance of spatial thinking for
geoscience education: Insights from the crossroads of geoscience and
cognitive science, Special Paper of the Geol. Soc. Am., 486, 51–70,
https://doi.org/10.1130/2012.2486(10), 2012.
Mapzen: Tangram Heightmapper, Github [code], available at:
https://tangrams.github.io/heightmapper/#12.6875/45.4652/-112.5559 (last access: 30 September 2021), 2017.
Marín-Spiotta, E., Barnes, R. T., Berhe, A. A., Hastings, M. G., Mattheis, A., Schneider, B., and Williams, B. M.: Hostile climates are barriers to diversifying the geosciences, Adv. Geosci., 53, 117–127, https://doi.org/10.5194/adgeo-53-117-2020, 2020.
MightyPork: Resource Pack Workbench, Github [code], available at:
https://mcrpw.github.io/ (last access: 30 September 2021), 2018.
Mineshopper: Carpenter's Blocks, Carpenter Blocks [code], available at:
https://www.carpentersblocks.com/ (last access: 30 September 2021), 2019.
Minocha, S., Tilling, S., and Tudor, A.-D.: Role of virtual reality in
geography and science fieldwork education, Knowledge Exchange Seminar
Series, Learning from New Technology, available at: https://kess.org.uk/2018/05/02/prof-shailey-minocha-dr-ana-despina-tudor-ou-role-virtual-reality-geography-science-fieldwork-education/ (last access: 30 September 2021), 2018.
Montello, D. R.: Spatial information theory: Foundations of geographic
information science, Springer Nature, Basingstoke, UK, 2001.
Moore, K., Dykes, J., and Wood, J.: Using Java to interact with
geo-referenced VRML within a virtual field course, Comp. Geosci., 25,
1125–1136, https://doi.org/10.1016/S0098-3004(99)00085-0,
1999.
MrCrayfish: MrCrayfish's Model Creator, MrCrayfish [code],
available at:
https://mrcrayfish.com/tools?id=mc (last access: 30 September 2021), 2020.
Nebel, S., Schneider, S., and Rey, G. D.: Mining learning and crafting
scientific experiments: A literature review on the use of Minecraft in
education and research, J. Educ. Technol. Soc., 19, 355–366, 2016.
Orion, N., Ben-Chaim, D., and Kali, Y.: Relationship between earth-science
education and spatial visualization, J. Geosci. Educ., 45, 129–132,
https://doi.org/10.5408/1089-9995-45.2.129, 1997.
Ortner, T., Haaser, G., Steinlechner, H., Barnes, R., Gupta, S., Traxler,
C., and Paar, G.: Immersive visualization of planetary reconstructions for
geological interpretation, European Planetary Science Congress 2018, Berlin,
Germany, 16–21 September 2018, 12, 2018.
Parcell, W. and Parcell, A.: A FIELD CAMP EXPERIENCE WITH MINECRAFT: GAMIFYING
FIELD MAPPING, EXPLORATION, AND DISCOVERY IN THE BIGHORN BASIN, WYOMING,
Geological Society of America Abstracts with Programs, Virtual, https://doi.org/10.1130/abs/2020AM-356089, 2020.
Poland, R., Baggott, L., and Nichol, J.: The Virtual Field Station (VFS):
Using a virtual reality environment for ecological fieldwork in A-level
biological studies – Case 3, British J. Educ. Technol., 34, 215–231,
https://doi.org/10.1111/1467-8535.00321, 2003.
Rader, E.: Pandemic Minecrafting, YouTube, available at:
https://www.youtube.com/playlist?list=PLaHjgfz6eINe9UgTT9tZs7ZAb9nvn8l0J, last access: 5 October 2021.
R Core Team: R: A language and environment for statistical computing, R
Foundation for Statistical Computing, available at:
https://www.r-project.org/, last access: 30 September 2021.
Riordan, B. C. and Scarf, D.: Crafting minds and communities with
Minecraft, F1000Research, 5, 2339, https://doi.org/10.12688/f1000research.9625.1, 2016.
Sahin, E. Ç. and Ozgur, D.: Landscape awareness of childhood in
computer games: In the case of “Minecraft”, J. Digi. Landscape Archit., 1,
316–326, https://doi.org/10.14627/537612036, 2016.
Scarlett, M.: Gaming geography: Using Minecraft to teach essential geographic
skills, Society for Information Technology & Teacher Education International Conference, San Diego,
USA, 11–15 April 2015, 838–840, 2015.
Short, D.: Teaching scientific concepts using a virtual world: Minecraft, Teaching Science, 58, 55–58, 2012.
Siemens, G.: Connectivism: A learning theory for the digital age, Intnl. J.
Instruc. Technol. Dist. Learn., Vol. 2, available at:
http://www.itdl.org/Journal/Jan_05/article01.htm (last access: 30 September 2021), 2005.
Smidt, H., Thornton, M., and Abhari, K.: The future of social learning: A
novel approach to connectivism, Proceedings of the 50th Hawaii International
Conference on System Sciences, Waikoloa Village, USA, 3–6 January 2017, 2116–2125, https://doi.org/10.24251/hicss.2017.256,
2017.
Sorby, S. A.: Improving the spatial skills of engineering students: Impact on
graphics performance annd retention, Eng. Des. Graph. J., 65, 31–36,
2001.
Stefanou, C., Stolk, J. D., Prince, M., Chen, J. C., and Lord, S. M.:
Self-regulation and autonomy in problem- and project-based learning
environments, Active Learn. in High Educ., 14, 109–122, https://doi.org/10.1177/1469787413481132, 2013.
Steuer, S. and Thorpe, S.: Let's play – the use of Minecraft
®
to communicate the complexity of the deep subsurface to the public, American
Geophysical Union Fall 2019 Meeting, San Francisco, USA, 9–13 December 2019,
available at:
https://ui.adsabs.harvard.edu/abs/2019AGUFMED14B..05S/abstract (last access: 30 september 2021), 2019.
Streule, M. J. and Craig, L. E.: Social learning theories-an important
design consideration for geoscience fieldwork, J. Geosci. Educ., 64,
101–107, https://doi.org/10.5408/15-119.1, 2016.
Titus, S. and Horsman, E.: Characterizing and improving spatial
visualization skills, J. Geosci. Educ., 57, 242–254, https://doi.org/10.5408/1.3559671, 2009.
Trujillo, N. P. and Dousay, T. A.: An examination of gender and situational
interest in multimedia learning environments [Poster], College of Education
Research Symposium, Laramie, USA, 7 March 2014.
Tryashtar: Image Map, Github [code], available at:
https://github.com/tryashtar/image-map (last access: 30 September 2021), 2020.
Vitacion, R. and Liu, L.: Procedural generation of 3D planetary-scale
terrains, Pasadena, USA, 30 July–1 August 2019, SMC-IT 2019, 70–77,
https://doi.org/10.1109/SMC-IT.2019.00014, 2019.
Wang, C.-H., Shannon, D. M., and Ross, M. E.: Students' characteristics,
self-regulated learning, technology self-efficacy, and course outcomes in
online learning, Dist. Educ., 34, 302–323, https://doi.org/10.1080/01587919.2013.835779, 2013.
Whitmeyer, S. J.: Orientation symbol generator, Whitmeyer [code], available at:
http://csmgeo.csm.jmu.edu/geollab/Whitmeyer/web/visuals/GoogleEarth/tools/SD.html, last access: 30 September 2021.
World Painter: Pepsoft, World Painter [code], available at:
https://www.worldpainter.net/ (last access: 30 September 2021), 2020.
Zhao, J., Wallgrün, J. O., LaFemina, P. C., DiBiase, R. A., Carr, J. C.,
and Klippel, A.: Toward a universal workbench for visualization and
quantitative exploration of earth science data in immersive virtual reality,
Fall Meeting of American Geophysical Union, Washington D.C., USA, 10–14
December 2018, 2018.