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00000cam a2200000 i 4500 |
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on1228219319 |
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OCoLC |
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20241006213017.0 |
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m o d |
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cr cnu---unuuu |
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201221t20212021nyua ob 001 0 eng |
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|a 2020049210
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|a DLC
|b eng
|e rda
|c DLC
|d OCLCO
|d OCLCF
|d YDX
|d EBLCP
|d N$T
|d YDX
|d UKAHL
|d STBDS
|d IUL
|d OCLCO
|d OCLCQ
|d SFB
|d OCLCQ
|d MUU
|d OCLCO
|d OCLCL
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|a 9780190926120
|q electronic book
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|a 0190926120
|q electronic book
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|a 9780190926144
|q electronic book
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|a 0190926147
|q electronic book
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|a 9780190926137
|q electronic book
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|a 0190926139
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|z 9780190926106
|q hardcover
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|z 9780190926113
|q paperback
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|a (OCoLC)1228219319
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|a pcc
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0 |
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|a LC268
|b .S37 2021eb
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|a HCDD
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100 |
1 |
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|a Schrier, Karen,
|e author.
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245 |
1 |
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|a We the gamers :
|b how games teach ethics and civics /
|c Karen Schrier.
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|a New York, NY :
|b Oxford University Press,
|c [2021]
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|c ©2021
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300 |
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|a 1 online resource (x, 390 pages) :
|b color illustrations.
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336 |
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|a text
|b txt
|2 rdacontent
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|a computer
|b c
|2 rdamedia
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|a online resource
|b cr
|2 rdacarrier
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|a Includes bibliographical references and index.
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|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.
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|a Description based on online resource; title from digital title page (ProQuest Ebook Central, viewed on September 26, 2023).
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650 |
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|a Moral education.
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|a Games
|x Moral and ethical aspects.
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|a Civics
|x Study and teaching.
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|a Ethics
|x Study and teaching.
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|a Civics
|x Study and teaching
|2 fast
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650 |
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|a Ethics
|x Study and teaching
|2 fast
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650 |
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|a Games
|x Moral and ethical aspects
|2 fast
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|a Moral education
|2 fast
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758 |
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|i has work:
|a We the gamers (Text)
|1 https://id.oclc.org/worldcat/entity/E39PCGvVM6kHp8YfXkdRYrkfVP
|4 https://id.oclc.org/worldcat/ontology/hasWork
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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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903 |
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|a OUP-SOEBA
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|a 92
|b HCD
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