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We the Gamers: How Games Teach Ethics and Civics

We the Gamers: How Games Teach Ethics and Civics

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Games have become increasingly acknowledged as platforms for civic deliberation and value sharing, and We the Gamers explores how they can be used in ethics, civics, and social studies education to inspire learning, critical thinking, and civic change. The book evaluates the skills, concepts, and knowledge needed for civic and ethical engagement and provides examples of games that can foster these skills in classrooms, remote learning environments, and other educational settings. It also explores the obstacles to learning with games and how to overcome them by encouraging equity and inclusion, care and compassion, and fairness and justice.

Format: Paperback / softback
Length: 400 pages
Publication date: 07 September 2021
Publisher: Oxford University Press Inc


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.

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.

Weight: 580g
Dimension: 157 x 237 x 30 (mm)
ISBN-13: 9780190926113

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