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 can be 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, Politicraft, Quandary, and Animal Crossing: New Horizons. 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 environments, and other educational settings. We the Gamers 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. Featuring helpful tips and case studies, We the Gamers 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.
It will touch your heart and mind. And even if Bowser, Chun-li or Q-Bert weren't crucial parts of your youth, this is a flawless victory for everyone' Adam Rutherford When Pete Etchells was 14, his father died from motor neurone disease.
Grab this awesome adventure gaming notebook journal to help you keep track of all your game strategies and tournaments. Mapping and track your terrain plan to take your game to the next level. 6x9 120 pages blank lined white notebook pages.
A group biography of seven enduring and beloved games, and the story of why—and how—we play them.
"An unholy mixture of helpful guidebook and jabbing provocation, [THINGS WE THINK ABOUT GAMES] will earn its right to rattle around your brain. It is essential reading for designer, critic,...
How uncertainty in games--from Super Mario Bros. to Rock/Paper/Scissors--engages players and shapes play experiences.
For more about brain areas, see Anderson, Cognitive Psychology and Its Implications, 254–55; K. Christoff, V. Prabhakaran, J. Dorfman, Z. Zhao, J. K. Kroger, K. J. Holyoak, and J. D. Gabrieli, “Rostrolateral Prefrontal Cortex ...
Mastering The Game: What Video Games Can Teach Us About Success In Life takes a look at how the same habits and principles that lead to success when playing video games can be applied to personal and business success.
A fast-paced technology thriller, Web Games is about real risks and virtual worlds, about Internet threats as close as tomorrow's nightly news, and about the ever-escalating warfare between black-hat hackers and modern society.
If you love to plan for five minutes a day then this awesome work planner is the perfect planner to use for work, it's even better if you love to play video games all day.
Written by a nationally known physical education teacher and author, this one-of-a-kind book contains PE games that allow children to develop team and lifetime sport skills in an exciting and meaningful setting--leaving them motivated, ...