Ethics and Game Design : Teaching Values through Play
David Gibson
From AHA-BUCH GmbH, Einbeck, Germany
Seller rating 5 out of 5 stars
AbeBooks Seller since August 14, 2006
From AHA-BUCH GmbH, Einbeck, Germany
Seller rating 5 out of 5 stars
AbeBooks Seller since August 14, 2006
About this Item
nach der Bestellung gedruckt Neuware - Printed after ordering - Ethics and games are emerging as a very popular field of study. As such, there has become a need to define the field in terms of its primary challenges and the current state of the discipline. Ethics and Game Design: Teaching Values through Play is the first book in its field to challenge scholars and researchers to answer questions such as: How can game design be improved to foster ethical thinking and discourse What are the theories and methodologies that will help us understand, model, and assess ethical thinking in games How do we use games in classrooms and informal educational settings to support moral development This distinguished publication approaches such questions from a multidisciplinary perspective with the ultimate goal of inspiring further interdisciplinary dialogue and research in order to continue building the ethics and games community. Seller Inventory # 9781615208456
Bibliographic Details
Title: Ethics and Game Design : Teaching Values ...
Publisher: Information Science Reference
Publication Date: 2010
Binding: Buch
Condition: Neu
About this title
David Gibson is research assistant professor in the College of Engineering and Mathematical Sciences, University of Vermont and Executive Director of The Global Challenge, a team and project-based learning and scholarship program for high school students funded by the National Science Foundation that engages small teams in studying science, technology, engineering and mathematics in order to solve global problems. His research and publications include work on complex systems analysis and modeling of education, web applications and the future of learning, and the use of technology to personalize education. His books include Games and Simulations in Online Learning, which outlines the potential for games and simulation-based learning, and Digital Simulations for Improving Education, which explores cognitive modeling, design and implementation. He is creator of simSchool, a classroom flight simulator for training teachers, currently funded by the US Department of Education FIPSE program. His business, CURVESHIFT, is an educational technology company that assists in the acquisition, implementation and continuing design of games and simulations, e-portfolio systems, data-driven decision making tools, and emerging technologies.
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