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We the Gamers: How Games Teach Ethics and Civics

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SKU 9780190926113 Categories ,
Combining research-based perspectives and current examples including Minecraft and Animal Crossing: New Horizons, We the Gamers shows how games can be used in ethics, civics, and social studies education to inspire learning, critical thinking, and civic change.
Distrust. Division. Disparity. Is o...

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Description

Product ID:9780190926113
Product Form:Paperback / softback
Country of Manufacture:US
Title:We the Gamers
Subtitle:How Games Teach Ethics and Civics
Authors:Author: Karen Schrier
Page Count:400
Subjects:Communication studies, Communication studies, Ethics and moral philosophy, Open learning, distance education, Teaching skills and techniques, Computer games / online games: strategy guides, Ethics & moral philosophy, Open learning, home learning, distance education, Teaching skills & techniques, Computer games / online games: strategy guides
Description:Combining research-based perspectives and current examples including Minecraft and Animal Crossing: New Horizons, We the Gamers shows how games can be used in ethics, civics, and social studies education to inspire learning, critical thinking, and civic change.
Distrust. Division. Disparity. Is our world in disrepair?Ethics and civics have always mattered, but perhaps they matter now more than ever before. Recently, with the rise of online teaching and movements like #PlayApartTogether, games have become increasingly acknowledged as platforms for civic deliberation and value sharing. We the Gamers explores these possibilities by examining how we connect, communicate, analyze, and discover when we play games. Combining research-based perspectives and current examples, this volume shows how games can be used in ethics, civics, and social studies education to inspire learning, critical thinking, and civic change.We the Gamers introduces and explores various educational frameworks through a range of games and interactive experiences including board and card games, online games, virtual reality and augmented reality games, and digital games like Minecraft, Executive Command, Keep Talking and Nobody Explodes, Fortnite, When Rivers Were Trails, Politicraft, Quandary, and Animal Crossing: New Horizons. The book systematically evaluates the types of skills, concepts, and knowledge needed for civic and ethical engagement, and details how games can foster these skills in classrooms, remote learning environments, and other educational settings. We the Gamers also explores the obstacles to learning with games and how to overcome those obstacles by encouraging equity and inclusion, care and compassion, and fairness and justice.Featuring helpful tips and case studies, We the Gamers shows teachers the strengths and limitations of games in helping students connect with civics and ethics, and imagines how we might repair and remake our world through gaming, together.
Imprint Name:Oxford University Press Inc
Publisher Name:Oxford University Press Inc
Country of Publication:GB
Publishing Date:2021-09-07