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.
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