Exploring Computational Thinking with Minecraft and Arduino for Introduction to Programming and Microelectronics
Abstract
Introducing children and teenagers to programming and electronics can be enhanced through playful and accessible strategies. This paper presents the development of three interactive prototypes that integrate the Minecraft game with the Arduino microcontroller, aiming to explore their potential in teaching computational thinking and basic electronics. The implemented systems include: (1) an automated crop triggered by a physical button; (2) a virtual intrusion-activated alarm system; and (3) a physical LED indicator for furnace activity. All prototypes successfully enabled digital signal exchange between physical and virtual environments, illustrating how such integration supports skills like logic, abstraction, and creativity. Although no empirical application with students was conducted, the results indicate that combining Minecraft and Arduino offers a feasible and engaging alternative for project-based learning in line with STEAM education principles.References
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Banzi, M. and Shiloh, M. (2022). Getting started with Arduino: the open source electronics prototyping platform. Maker Media, Inc.
Bile, A. (2022). Development of intellectual and scientific abilities through game-programming in minecraft. Education and Information Technologies, 27(5):7241–7256.
García-Tudela, P. A. and Marín-Marín, J.-A. (2023). Use of arduino in primary education: a systematic review. Education Sciences, 13(2):134.
Gil, A. C. et al. (2002). Como elaborar projetos de pesquisa, volume 4. Atlas São Paulo.
Jia, Y., Zhou, B., and Zheng, X. (2021). A curriculum integrating steam and maker education promotes pupils’ learning motivation, self-efficacy, and interdisciplinary knowledge acquisition. Frontiers in psychology, 12:725525.
Kutay, E. and Oner, D. (2022). Coding with minecraft: The development of middle school students’ computational thinking. ACM Transactions on Computing Education (TOCE), 22(2):1–19.
López-Belmonte, J., Marín-Marín, J.-A., Soler-Costa, R., and Moreno-Guerrero, A.-J. (2020). Arduino advances in web of science. a scientific mapping of literary production. IEEE Access, 8:128674–128682.
Microsoft (2025). Microsoft minecraft education edition: Features and benefits. [link]. Accessed: 2025-06-01.
Minecraft Education (2024). Code builder in minecraft education. [link].
Panja, V. and Berge, J. (2021). Minecraft education edition’s ability to create an effective and engaging learning experience. Journal of Student Research, 10(2):1–12.
Papert, S. A. (2020). Mindstorms: Children, computers, and powerful ideas. Basic books.
Rossano, V., Roselli, T., and Quercia, G. (2018). Coding and computational thinking with arduino. International Association for Development of the Information Society.
Sáez-López, J.-M., Miller, J., Vázquez-Cano, E., and Domínguez-Garrido, M.-C. (2015). Exploring application, attitudes and integration of video games: Minecraftedu in middle school. Sáez-López, JM, Miller, J., Vázquez-Cano, E., & Domínguez-Garrido, MC (2015). Exploring Application, Attitudes and Integration of Video Games: MinecraftEdu in Middle School. Educational Technology & Society, 18(3):114–128.
Wing, J. M. (2006). Computational thinking. Communications of the ACM, 49(3):33–35.
Yakman, G. (2008). Stσ@ m education: an overview of creating a model of integrative education. pupils attitudes towards technology. 2008 Annual Proceedings. Netherlands.
Zolyomi, A. and Schmalz, M. (2017). Mining for social skills: Minecraft in home and therapy for neurodiverse youth.
Published
2025-08-12
How to Cite
NASCIMENTO, Davi Araújo do; BRAGA, William Gabriel Y. A..
Exploring Computational Thinking with Minecraft and Arduino for Introduction to Programming and Microelectronics. In: REGIONAL SCHOOL ON COMPUTING OF BAHIA, ALAGOAS, AND SERGIPE (ERBASE), 25. , 2025, Lagarto/SE.
Anais [...].
Porto Alegre: Sociedade Brasileira de Computação,
2025
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p. 478-487.
DOI: https://doi.org/10.5753/erbase.2025.13762.
