Author: Karen Schrier
Publisher: Oxford University Press
ISBN: 0190926139
Category : Games & Activities
Languages : en
Pages : 224
Book Description
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.
We the Gamers
Author: Karen Schrier
Publisher: Oxford University Press
ISBN: 0190926139
Category : Games & Activities
Languages : en
Pages : 224
Book Description
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.
Publisher: Oxford University Press
ISBN: 0190926139
Category : Games & Activities
Languages : en
Pages : 224
Book Description
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.
The Gaming Table
Author: Andrew Steinmetz
Publisher:
ISBN:
Category : Gambling
Languages : en
Pages : 502
Book Description
Publisher:
ISBN:
Category : Gambling
Languages : en
Pages : 502
Book Description
Hoyle's Games Modernized
Author: Edmond Hoyle
Publisher:
ISBN:
Category : Amusements
Languages : en
Pages : 460
Book Description
Publisher:
ISBN:
Category : Amusements
Languages : en
Pages : 460
Book Description
The Lancet
The Theory of the Modern Scientific Game of Whist
Author: William Pole
Publisher:
ISBN:
Category :
Languages : en
Pages : 136
Book Description
Publisher:
ISBN:
Category :
Languages : en
Pages : 136
Book Description
Westminster Chess Club Papers
The Drawing room. Mar
The illustrated book of games, riddles & rhymes for home amusement
Author: A L. Hately
Publisher:
ISBN:
Category : Games
Languages : en
Pages : 128
Book Description
Publisher:
ISBN:
Category : Games
Languages : en
Pages : 128
Book Description
Library of the World's Best Literature: A-Z
Author: Charles Dudley Warner
Publisher:
ISBN:
Category : Anthologies
Languages : en
Pages : 658
Book Description
Publisher:
ISBN:
Category : Anthologies
Languages : en
Pages : 658
Book Description
The Gentleman's Magazine
Author:
Publisher:
ISBN:
Category : Books and bookselling
Languages : en
Pages : 918
Book Description
Publisher:
ISBN:
Category : Books and bookselling
Languages : en
Pages : 918
Book Description