Distrust. Division. Disparity. Is our world in disrepair? <p/>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. <em>We the Gamers</em> explores these<br>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 can be used in ethics civics and social studies education to inspire learning critical thinking and civic<br>change. <p/><em>We the Gamers</em> 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 <em>Minecraft</em> <em> Executive Command</em> <em>Keep Talking and Nobody Explodes</em> <br><em>Fortnite</em> <em>When Rivers Were Trails</em> <em>Politicraft</em> <em>Quandary</em> and <em>Animal Crossing: New Horizons</em>. The book systematically evaluates the types of skills concepts and knowledge needed for civic and ethical engagement and details how games can foster these skills in classrooms remote learning<br>environments and other educational settings. <em>We the Gamers</em> also explores the obstacles to learning with games and how to overcome those obstacles by encouraging equity and inclusion care and compassion and fairness and justice. <p/>Featuring helpful tips and case studies <em>We the Gamers</em> shows teachers the strengths and limitations of games in helping students connect with civics and ethics and imagines how we might repair and remake our world through gaming together.<br>
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