Combining research-based perspectives and current examples including Minecraft and Animal Crossing: New Horizons, We the Gamers shows how games can be used in ethics, civics, and social studies education to inspire learning, critical thinking, and civic change.
Combining research-based perspectives and current examples including Minecraft and Animal Crossing: New Horizons, We the Gamers shows how games can be used in ethics, civics, and social studies education to inspire learning, critical thinking, and civic change.Hinweis: Dieser Artikel kann nur an eine deutsche Lieferadresse ausgeliefert werden.
Karen Schrier is Associate Professor of Games and Director of the Games and Emerging Media Program at Marist College. She has over 20 years of experience creating, producing, and designing media, and has worked previously at places like Nickelodeon, BrainPOP, and Scholastic.
Inhaltsangabe
Contents Acknowledgments Part I. Teaching Ethics and Civics Chapter 1: We the People Chapter 2: Why Should We Teach Ethics and Civics? Chapter 3: What Should We Teach? Part II. Using Games for Knowledge and Action Chapter 4: What is the Knowledge We Need? Chapter 5: How Do We Take Real-World Action? Part III. Using Games for Connection and Community Chapter 6: How Do We Connect and Communicate? Chapter 7: How Do We Understand Ourselves and Our Roles in Society? Chapter 8: How Do We Cultivate Empathy and Respect for Others? Part IV. Using Games for Critical Thinking and Inquiry Chapter 9: How Do Make and Reflect on Decisions? Chapter 10: How Do We Read and Evaluate Information? Chapter 11: How Do We Analyze Problems and Systems? Chapter 12: How Do We Explore and Design? Part V. Games for Ethics and Civics Chapter 13: Guidelines, Questions, and Considerations Chapter 14: We the Gamers Appendix I. Example Lesson Outline 1 Appendix II. Example Lesson Outline 2 Appendix III. Design Toolkit Appendix IV. Design Principles Appendix V. Recommendations and Open Questions Notes Index
Contents Acknowledgments Part I. Teaching Ethics and Civics Chapter 1: We the People Chapter 2: Why Should We Teach Ethics and Civics? Chapter 3: What Should We Teach? Part II. Using Games for Knowledge and Action Chapter 4: What is the Knowledge We Need? Chapter 5: How Do We Take Real-World Action? Part III. Using Games for Connection and Community Chapter 6: How Do We Connect and Communicate? Chapter 7: How Do We Understand Ourselves and Our Roles in Society? Chapter 8: How Do We Cultivate Empathy and Respect for Others? Part IV. Using Games for Critical Thinking and Inquiry Chapter 9: How Do Make and Reflect on Decisions? Chapter 10: How Do We Read and Evaluate Information? Chapter 11: How Do We Analyze Problems and Systems? Chapter 12: How Do We Explore and Design? Part V. Games for Ethics and Civics Chapter 13: Guidelines, Questions, and Considerations Chapter 14: We the Gamers Appendix I. Example Lesson Outline 1 Appendix II. Example Lesson Outline 2 Appendix III. Design Toolkit Appendix IV. Design Principles Appendix V. Recommendations and Open Questions Notes Index
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