We the gamers : how games teach ethics and civics / Karen Schrier.

"The world is in crisis. We, the people of the world, are all connected. We rely on each other to make ethical decisions and to solve thorny civic problems, together. Ethics and civics have always mattered, but perhaps now more than ever, we are starting to realize how much they matter. Teachin...

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Bibliographic Details
Main Author: Schrier, Karen (Author)
Format: eBook
Language:English
Published: New York, NY : Oxford University Press, [2021]
Subjects:
Online Access:Click for online access

MARC

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050 0 0 |a LC268  |b .S37 2021eb 
049 |a HCDD 
100 1 |a Schrier, Karen,  |e author. 
245 1 0 |a We the gamers :  |b how games teach ethics and civics /  |c Karen Schrier. 
264 1 |a New York, NY :  |b Oxford University Press,  |c [2021] 
264 4 |c ©2021 
300 |a 1 online resource (x, 390 pages) :  |b color illustrations. 
336 |a text  |b txt  |2 rdacontent 
337 |a computer  |b c  |2 rdamedia 
338 |a online resource  |b cr  |2 rdacarrier 
504 |a Includes bibliographical references and index. 
520 |a "The world is in crisis. We, the people of the world, are all connected. We rely on each other to make ethical decisions and to solve thorny civic problems, together. Ethics and civics have always mattered, but perhaps now more than ever, we are starting to realize how much they matter. Teaching ethics and civics is essential to our future. This book argues that games can encourage the practice of ethics and civics. They help us to connect, deliberate, and reflect. They help us to flourish. They help us to reimagine our world. Games are communities and public spheres. Like all communities, they may support care, understanding, and problem solving. And, they may also incite hate, disinformation, and toxicity. Games reveal humanity's compassion as well as its cruelty. Games reveal our complexity. We the Gamers provides research-based perspectives related to why and how we should play, make, and use games in ethics, civics, character, and social studies education. This book systematically evaluates how to use games in classrooms, remote learning environments, and other educational settings, with consideration to different audiences and standards. This book also provides tips and guidelines, as well as timely resources, examples, and case studies. It includes examples of all different types of games-virtual reality, mobile, card games, and computer games, big budget commercial games, indie games, and more"--  |c Provided by publisher. 
588 0 |a Description based on online resource; title from digital title page (ProQuest Ebook Central, viewed on September 26, 2023). 
650 0 |a Moral education. 
650 0 |a Games  |x Moral and ethical aspects. 
650 0 |a Civics  |x Study and teaching. 
650 0 |a Ethics  |x Study and teaching. 
650 7 |a Civics  |x Study and teaching  |2 fast 
650 7 |a Ethics  |x Study and teaching  |2 fast 
650 7 |a Games  |x Moral and ethical aspects  |2 fast 
650 7 |a Moral education  |2 fast 
758 |i has work:  |a We the gamers (Text)  |1 https://id.oclc.org/worldcat/entity/E39PCGvVM6kHp8YfXkdRYrkfVP  |4 https://id.oclc.org/worldcat/ontology/hasWork 
776 0 8 |i Print version:  |a Schrier, Karen.  |t We the gamers  |d New York : Oxford University Press, [2021]  |z 9780190926106  |w (DLC) 2020049209  |w (OCoLC) 1228188363 
856 4 0 |u https://holycross.idm.oclc.org/login?auth=cas&url=https://academic.oup.com/book/41189  |y Click for online access 
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994 |a 92  |b HCD