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This study aims to explore the educational potential of Minecraft which has been widely used since its first release in 2009. Articles about Minecraft were searched for in ProQuest. Data was gathered from twenty-six articles which were indicative of three categories: Integration into curriculum; Student engagement, interest and enthusiasm; and Knowledge and skills acquisition. By using Minecraft, students acquire knowledge and skills, and are also engaged, interested and enthusiastic when Minecraft is employed in science, math, social sciences, language arts and composition classes. Challenges with using Minecraft in the classroom include the lack of focused learning objectives, inflexible curriculum, and no previous gaming skills. Nevertheless, Minecraft holds potential for game-based teaching and learning. Successful integration of Minecraft into the teaching and learning environments require teacher- versus learned-centeredness.

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This is an Accepted Manuscript of an Article published in Computers in the Schools, 2020, available online at doi: 10.1080/07380569.2020.1719802