Teaching Ethics through Gaming Environments: Design, Development and Research Perspectives
Karen Schrier, Columbia University, United States ; David Gibson, Arizona State University, United States ; David Shaenfield, Columbia University, United States ; David Simkins, University of Wisconsin-Madison, United States ; Jose Zagal, DePaul University, 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
How do we design and use gaming environments to foster ethical thinking and discourse? How should we use games in classrooms and informal educational settings to support moral development? Games provide an authentic content within which to practice and experience ethical dilemmas and decision making. Nurturing ethical thinking skills is an essential part of a healthy, diverse citizenship. We need to be able to analyze, empathize, make decisions about values, identify biases, and reflect on one’s beliefs, and assess other’s perspectives as an engaged, informed citizenship within a diverse democracy such as our own (Schrier & Gibson, 2011). In this session, we seek to look beyond whether games are inherently good or bad. The experts on this panel seek to understand the potential for games to motivate and develop thought about ethics and values, and not how to use games to prescribe values.
Schrier, K., Gibson, D., Shaenfield, D., Simkins, D. & Zagal, J. (2011). Teaching Ethics through Gaming Environments: Design, Development and Research Perspectives. In M. Koehler & P. Mishra (Eds.), Proceedings of SITE 2011--Society for Information Technology & Teacher Education International Conference (pp. 2238-2241). Nashville, Tennessee, USA: Association for the Advancement of Computing in Education (AACE). Retrieved March 26, 2019 from https://www.learntechlib.org/primary/p/36638/.
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