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006m d | |
007cr |||||||||||
008201221s2021 nyu ob 001 0 eng
010 ▼a 2020049210
020 ▼a 0190926139
020 ▼a 9780190926137 ▼q (electronic bk.)
020 ▼z 9780190926106 ▼q (hardback)
020 ▼z 9780190926113 ▼q (paperback)
035 ▼a 2910677 ▼b (N$T)
035 ▼a (OCoLC)1228219319
040 ▼a DLC ▼b eng ▼e rda ▼c DLC ▼d OCLCO ▼d OCLCF ▼d YDX ▼d EBLCP ▼d N$T ▼d 248032
042 ▼a pcc
049 ▼a MAIN
05000 ▼a LC268
08200 ▼a 370.11/4 ▼2 23
1001 ▼a Schrier, Karen, ▼e author.
24510 ▼a We the gamers : ▼b how games teach ethics and civics / ▼c Karen Schrier. ▼h [electronic resource]
263 ▼a 2105
264 1 ▼a New York : ▼b Oxford University Press, ▼c [2021]
300 ▼a 1 online resource
336 ▼a text ▼b txt ▼2 rdacontent
337 ▼a computer ▼b n ▼2 rdamedia
338 ▼a online resource ▼b nc ▼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 ▼a Description based on print version record and CIP data provided by publisher; resource not viewed.
590 ▼a Added to collection customer.56279.3
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 ▼0 (OCoLC)fst00862347
650 7 ▼a Ethics ▼x Study and teaching. ▼2 fast ▼0 (OCoLC)fst00915851
650 7 ▼a Games ▼x Moral and ethical aspects. ▼2 fast ▼0 (OCoLC)fst00937546
650 7 ▼a Moral education. ▼2 fast ▼0 (OCoLC)fst01026058
653 ▼a Games in education
655 4 ▼a Electronic books.
77608 ▼i Print version: ▼a Schrier, Karen. ▼t We the gamers ▼d New York : Oxford University Press, [2021] ▼z 9780190926106 ▼w (DLC) 2020049209
85640 ▼3 EBSCOhost ▼u https://search.ebscohost.com/login.aspx?direct=true&scope=site&db=nlebk&db=nlabk&AN=2910677
938 ▼a EBSCOhost ▼b EBSC ▼n 2910677
990 ▼a 관리자
994 ▼a 92 ▼b N$T