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 canbe 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, Polit
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Freedom Girls: Voicing Femininity in 1960s British Pop shows how the vocal performances of girl singers in 1960s Britain defined-and sometimes defied-ideas about what it meant to be a young woman in the 1960s British pop music scene. The singing and expressive...
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Roger M. Solomon examines how EMDR (Eye Movement Desensitization and Reprocessing) therapy can help process the trauma of loss and the obstacles that interfere with the grief and mourning process, highlighting how EMDR can help a mourner experience a...
kr 449.00
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<b>Principles for designing educational games that integrate content and play and create learning experiences connecting to many areas of learners'' lives.</b><p>Too often educational videogames are narrowly focused on specific...
kr 489.00
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