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We the Gamers: How Games Teach Ethics and Civics.

We the Gamers: How Games Teach Ethics and Civics. いかにゲームが倫理と公民を教えるか

・ISBN 978-0-19-092610-6 hard US$ 99.00

¥23,195.- (税込) (※)価格はご注文時の参考価格となります。
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・ISBN 978-0-19-092611-3 paper US$ 51.00

[在庫] ¥11,949.- (税込) (※)価格はご注文時の参考価格となります。
納品価格につきましては書籍の入荷時点で確定となります。
版元の原価改定、外国為替の変動等により異なる場合がございますので、予めご了承下さい。

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電子版あり 大学・学術機関向け電子ブック(eBook)ISBN 978-0-19-092614-4

著者・編者Schrier, Karen,
出版社(Oxford U. Pr., US)
出版年月2021.05
ページ数400 pp.
言語ENG
ニュース番号<661-1981 661-P5919>

解説

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.