Ethics and civics have always mattered, but perhaps now more than ever before we realize how much they matter.
But how can we teach civics and ethics? How are we already learning this?
My new book, We the Gamers, explores how we connect, communicate, analyze, and discover when we play games. Games can be used in ethics, civics, and social studies education to inspire learning, critical thinking, and civic change.
We the Gamers shares a range of examples 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.
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 educators the strengths and limitations of using games in civics education.
Let’s imagine how we might repair and remake our world through gaming, together.
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