Using Games to Prepare Ethical Educators and Students
Karen Schrier, Teachers College, Columbia University, United States ; David Gibson, University of Vermont, United States
Society for Information Technology & Teacher Education International Conference, in Nashville, Tennessee, USA ISBN 978-1-880094-84-6 Publisher: Association for the Advancement of Computing in Education (AACE), Chesapeake, VA
Teacher education that emphasizes the understanding and assessment of ethics can support the creation of an ethically aware and critically engaged citizenship. But how do we develop teachers who are reflective and critical thinkers of ethics? One potential solution is to incorporate digital games and simulations into teacher education curricula. Game worlds are potentially suitable playgrounds for ethical thinking because they can encourage experimentation with alternative identities, possibilities, and perspectives. We survey current research on digital and non-digital games and simulations, and focus on four specific case studies of games. From this, we develop a set of recommendations for designing future games and simulations that teach educators how to incorporate games into their classroom, as well as best practices for using games to teach ethics to educators themselves.
Schrier, K. & Gibson, D. (2011). Using Games to Prepare Ethical Educators and Students. In M. Koehler & P. Mishra (Eds.), Proceedings of SITE 2011--Society for Information Technology & Teacher Education International Conference (pp. 1372-1379). Nashville, Tennessee, USA: Association for the Advancement of Computing in Education (AACE).
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