Digital Games in Art Education: Minecraft as a Tool for Mediation and Creation
Name: CATARINA LEMPÉ SANTOLIM
Publication date: 11/05/2026
Examining board:
| Name |
Role |
|---|---|
| ANA BEATRIZ BAHIA SPINOLA BITTENCOURT | Examinador Externo |
| DANIEL DE SOUZA NEVES HORA | Examinador Interno |
| DAVID RUIZ TORRES | Presidente |
Summary: This study analyzes the pedagogical potential of digital games as mediation tools in Art Education, investigating their capacity to develop critical thinking and aesthetic appreciation among middle school students. The research followed a qualitative approach with action research methodology, carried out with 6th and 7th-grade students using Minecraft as the central resource for pedagogical interventions. Activities included the exploration of virtual museums, such as MAM-SP and Tate Worlds, and the creation of artistic reinterpretations inspired by Brazilian Modernism and Fauvism, aligned with the Brazilian National Common Curricular Base (BNCC). Results showed 100% student participation and high levels of engagement, demonstrating that building with Minecraft blocks functions as a digital brush capable of mobilizing technical vocabulary, historical-cultural understanding, and creative skills. It is concluded that, when guided by clear pedagogical intentionality, digital games are effective resources for bringing Art Education closer to students' cybercultural experiences.
