Game-based experiences
"Three Cubes" realized projects, using "Minecraft"
International projects
Informal education in United Kingdom

Partner

Partner



Formal education in the United States

Partner



TESLA Gigafactory 2 with "Minecraft"



Lithuania related projects
Historical Vilnius with "Minecraft"




Main partner

Educational partner

Partner

"Trys pradinukai"




Main partner

Partner

Improve Gediminas with "Minecraft"



Partner

Cyber Security with “Minecraft”
The project aims to develop students' and young people's cybersecurity knowledge using the interactive "Minecraft: Education Edition" platform. During the project, a digital learning tool on cybersecurity will be created, tailored to different age groups – from primary school students to university students. Additionally, methodological materials will be prepared to accompany this tool. A public outreach campaign is also planned to reach as many schools, universities, and non-formal education institutions as possible.
Project goal – to create and implement innovative non-formal education content for children and youth that provides knowledge about cybersecurity through the interactive Minecraft platform. Achieving this goal will help develop essential cybersecurity skills and raise awareness among students and pupils, aiming to reduce their vulnerability online. The developed learning content, presented in the form of two games, will be made available through existing digital learning tools, thereby contributing to the dissemination and sharing of cybersecurity knowledge within the broader society.
During the project, two different games will be developed, targeting two specific groups: school pupils (grades 4–6) and students (years 1–4). Each game will cover six core cybersecurity topics tailored to the needs of each group. Throughout gameplay, children and students will collect points, complete tasks, and their progress will be saved. In addition, video material will be created to help users better understand the lessons and scenarios presented in the game. The main qualitative outcome of the project is improved cybersecurity knowledge and skills among children and youth, enabling them to use the internet more safely.
A sum of 50,525.18 Eur has been allocated for the project’s implementation, funded by the European Union's Digital Europe Programme (2021–2027) and co-financed by the Republic of Lithuania