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  1. Knowledge games
    how playing games can solve problems, create insight, and make change
    Autor*in: Schrier, Karen
    Erschienen: [2016]; © 2016
    Verlag:  Johns Hopkins University Press, Baltimore

    Staatsbibliothek zu Berlin - Preußischer Kulturbesitz, Haus Unter den Linden
    uneingeschränkte Fernleihe, Kopie und Ausleihe
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    Quelle: Staatsbibliothek zu Berlin
    Sprache: Englisch
    Medientyp: Buch (Monographie)
    Format: Druck
    ISBN: 1421419203; 9781421419206
    RVK Klassifikation: AK 25000
    Schriftenreihe: Tech.edu
    Schlagworte: Games; Games; Educational games; Games; Games; Educational games; Educational games; Games; Games
    Umfang: x, 270 Seiten, Illustrationen, Karten, 24 cm
    Bemerkung(en):

    Includes bibliographical references and index

  2. Knowledge games
    how playing games can solve problems, create insight, and make change
    Autor*in: Schrier, Karen
    Erschienen: [2016]
    Verlag:  Johns Hopkins University Press, Baltimore

    Universitätsbibliothek Augsburg
    uneingeschränkte Fernleihe, Kopie und Ausleihe
    Universität der Bundeswehr München, Universitätsbibliothek
    uneingeschränkte Fernleihe, Kopie und Ausleihe
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    Quelle: Verbundkataloge
    Sprache: Englisch
    Medientyp: Buch (Monographie)
    ISBN: 1421419203; 9781421419206
    RVK Klassifikation: AP 15963 ; ST 324
    Schriftenreihe: Tech.edu
    Schlagworte: Gesellschaft; Psychologie; Games; Games; Educational games; Lernspiel; E-Learning; Computerspiel
    Umfang: x, 270 Seiten, Illustrationen
    Bemerkung(en):

    Includes bibliographical references and index

  3. We the gamers
    how games teach ethics and civics
    Autor*in: Schrier, Karen
    Erschienen: 2021
    Verlag:  Oxford University Press, New York

    "The world is in crisis. We, the people of the world, are all connected. We rely on each other to make ethical decisions and to solve thorny civic problems, together. Ethics and civics have always mattered, but perhaps now more than ever, we are... mehr

    Universitätsbibliothek Augsburg
    uneingeschränkte Fernleihe, Kopie und Ausleihe
    Bayerische Staatsbibliothek
    uneingeschränkte Fernleihe, Kopie und Ausleihe

     

    "The world is in crisis. We, the people of the world, are all connected. We rely on each other to make ethical decisions and to solve thorny civic problems, together. Ethics and civics have always mattered, but perhaps now more than ever, we are starting to realize how much they matter. Teaching ethics and civics is essential to our future. This book argues that games can encourage the practice of ethics and civics. They help us to connect, deliberate, and reflect. They help us to flourish. They help us to reimagine our world. Games are communities and public spheres. Like all communities, they may support care, understanding, and problem solving. And, they may also incite hate, disinformation, and toxicity. Games reveal humanity's compassion as well as its cruelty. Games reveal our complexity. We the Gamers provides research-based perspectives related to why and how we should play, make, and use games in ethics, civics, character, and social studies education. This book systematically evaluates how to use games in classrooms, remote learning environments, and other educational settings, with consideration to different audiences and standards. This book also provides tips and guidelines, as well as timely resources, examples, and case studies. It includes examples of all different types of games-virtual reality, mobile, card games, and computer games, big budget commercial games, indie games, and more."

     

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  4. Designing games for ethics
    models, techniques and frameworks
    Beteiligt: Schrier, Karen (Hrsg.); Gibson, David (Hrsg.)
    Erschienen: [2011]; © 2011
    Verlag:  Information Science Reference, Hershey ; New York

    Brings together the diverse and growing community of voices on ethics in gaming and begins to define the field, identify its primary challenges and questions, and establish the current state of the discipline mehr

    Hochschulbibliothek Ansbach
    uneingeschränkte Fernleihe, Kopie und Ausleihe
    THD - Technische Hochschule Deggendorf, Hochschulbibliothek
    uneingeschränkte Fernleihe, Kopie und Ausleihe
    Hochschulbibliothek Ingolstadt
    uneingeschränkte Fernleihe, Kopie und Ausleihe
    Hochschule für angewandte Wissenschaften Neu-Ulm, Hochschulbibliothek
    uneingeschränkte Fernleihe, Kopie und Ausleihe
    Universität der Bundeswehr München, Universitätsbibliothek
    uneingeschränkte Fernleihe, Kopie und Ausleihe
    OTH- Ostbayerische Technische Hochschule Regensburg, Hochschulbibliothek
    uneingeschränkte Fernleihe, Kopie und Ausleihe

     

    Brings together the diverse and growing community of voices on ethics in gaming and begins to define the field, identify its primary challenges and questions, and establish the current state of the discipline

     

    Export in Literaturverwaltung   RIS-Format
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    Hinweise zum Inhalt
    Volltext (URL des Erstveröffentlichers)
    Quelle: Verbundkataloge
    Beteiligt: Schrier, Karen (Hrsg.); Gibson, David (Hrsg.)
    Sprache: Englisch
    Medientyp: Ebook
    Format: Online
    ISBN: 9781609601225
    Weitere Identifier:
    Schriftenreihe: Premier reference source
    Schlagworte: Ethik; Video games / Moral and ethical aspects; Video games / Design; Computer games / Moral and ethical aspects; Computer games / Design; Videospiel; Design; Ethik; Computerspiel
    Umfang: 1 Online-Ressource (xxvi, 378 Seiten), Illustrationen
    Bemerkung(en):

    Includes bibliographical references

    1. Quick takes on ethics and games voices from industry and academia / Mia Consalvo ... et al. -- 2. Ethical reasoning and reflection as supported by single-player videogames / Jose Zagal -- 3. A framework for classification and criticism of ethical games / Jamey Stevenson -- 4. The axis of good and evil / Jonathan Melenson -- 5. Ethical dilemmas in gameplay / Ian Schreiber, Bryan Cash, Link Hughes -- 6. War and play / Devin Monnens -- 7. God of war / Peter Rauch -- 8. The ethics of reverse engineering for game technology / David Schwartz, Jessica Bayliss -- 9. Critical gameplay / Lindsay Grace -- 10. How games can touch you / Mitu Khandaker --

    11. Toward an ethic of representation / Adrienne Shaw -- 12. The new backyard / Nathan Freier, Emilie Saulnier -- 13. Teaching executive functions, self-management, and ethical decision-making through popular videogame play / Randy Kulman ... et al. -- 14. Fostering character education with games and interactive story generation / Rania Hodhod, Paul Cairns, Daniel Kudenko -- 15. Leveraging digital games for moral development in education / Ross FitzGerald, Jennifer Groff -- 16. Power to the people / Andrea Gunraj, Susana Ruiz, Ashley York -- 17. The doctor will be you now / Nahil Sharkasi -- 18. Games, ethics and engagement / Sharman Adams, Jeremiah Holden -- 19. Uganda's road to peace may run through the river of forgiveness / Sasha Barab

  5. Knowledge games
    how playing games can solve problems, create insight, and make change
    Autor*in: Schrier, Karen
    Erschienen: [2016]
    Verlag:  Johns Hopkins University Press, Baltimore

    Export in Literaturverwaltung   RIS-Format
      BibTeX-Format
    Quelle: Verbundkataloge
    Sprache: Englisch
    Medientyp: Ebook
    Format: Online
    ISBN: 9781421419213; 1421419211
    RVK Klassifikation: AP 15963 ; ST 324
    Schriftenreihe: Tech.edu
    Schlagworte: GAMES / Reference; GAMES / Travel Games; Educational games; Games / Psychological aspects; Games / Social aspects; Computer Technology; Education; Technology; Nonfiction; Erziehung; Gesellschaft; Psychologie; Array; Lernspiel; E-Learning; Computerspiel
    Umfang: 1 online resource (x, 270 pages), illustrations
    Bemerkung(en):

    Print version record

    Imagine if new knowledge and insights came not just from research centers, think tanks, and universities but also from games, of all things. Video games have been viewed as causing social problems, but what if they actually helped solve them? This question drives Karen Schrier's Knowledge Games , which seeks to uncover the potentials and pitfalls of using games to make discoveries, solve real-world problems, and better understand our world. For example, so-called knowledge games?such as Foldit , a protein folding puzzle game, SchoolLife , which crowdsources bullying interventions, and Reverse the Odds , in which mobile game players analyze breast cancer data?are already being used by researchers to gain scientific, psychological, and humanistic insights. Schrier argues that knowledge games are potentially powerful because of their ability to motivate a crowd of problem solvers within a dynamic system while also tapping into the innovative data processing and computational abilities of games. In the near future, Schrier asserts, knowledge games may be created to understand and predict voting behavior, climate concerns, historical perspectives, online harassment, susceptibility to depression, or optimal advertising strategies, among other things. In addition to investigating the intersection of games, problem solving, and crowdsourcing, Schrier examines what happens when knowledge emerges from games and game players rather than scientists, professionals, and researchers. This accessible book also critiques the limits and implications of games and considers how they may redefine what it means to produce knowledge, to play, to educate, and to be a citizen

  6. We the gamers
    how games teach ethics and civics
    Autor*in: Schrier, Karen
    Erschienen: 2021
    Verlag:  Oxford University Press, New York

    "The world is in crisis. We, the people of the world, are all connected. We rely on each other to make ethical decisions and to solve thorny civic problems, together. Ethics and civics have always mattered, but perhaps now more than ever, we are... mehr

    Hochschule für angewandte Wissenschaften Würzburg-Schweinfurt, Abteilungsbibliothek Schweinfurt
    uneingeschränkte Fernleihe, Kopie und Ausleihe
    Technische Hochschule Würzburg-Schweinfurt Bibliothek
    uneingeschränkte Fernleihe, Kopie und Ausleihe

     

    "The world is in crisis. We, the people of the world, are all connected. We rely on each other to make ethical decisions and to solve thorny civic problems, together. Ethics and civics have always mattered, but perhaps now more than ever, we are starting to realize how much they matter. Teaching ethics and civics is essential to our future. This book argues that games can encourage the practice of ethics and civics. They help us to connect, deliberate, and reflect. They help us to flourish. They help us to reimagine our world. Games are communities and public spheres. Like all communities, they may support care, understanding, and problem solving. And, they may also incite hate, disinformation, and toxicity. Games reveal humanity's compassion as well as its cruelty. Games reveal our complexity. We the Gamers provides research-based perspectives related to why and how we should play, make, and use games in ethics, civics, character, and social studies education. This book systematically evaluates how to use games in classrooms, remote learning environments, and other educational settings, with consideration to different audiences and standards. This book also provides tips and guidelines, as well as timely resources, examples, and case studies. It includes examples of all different types of games-virtual reality, mobile, card games, and computer games, big budget commercial games, indie games, and more."

     

    Export in Literaturverwaltung   RIS-Format
      BibTeX-Format
    Quelle: Verbundkataloge
    Sprache: Englisch
    Medientyp: Ebook
    Format: Online
    ISBN: 9780190926144
    RVK Klassifikation: AP 15963
    Schlagworte: Computerspiel; Werterziehung; Ethikunterricht; Sozialkundeunterricht; E-Learning
    Weitere Schlagworte: Games in education; Moral education; Games / Moral and ethical aspects; Civics / Study and teaching; Ethics / Study and teaching; Civics / Study and teaching; Ethics / Study and teaching; Games / Moral and ethical aspects; Moral education
    Umfang: 1 Online-Ressource (x, 390 Seiten), Illustrationen
    Bemerkung(en):

    Informationen teilweise von Landing Page übernommen oder ermittelt, da Titelseite fehlt

  7. We the gamers
    how games teach ethics and civics
    Autor*in: Schrier, Karen
    Erschienen: [2021]; © 2021
    Verlag:  Oxford University Press, New York, NY

    Ruhr-Universität Bochum, Universitätsbibliothek
    uneingeschränkte Fernleihe, Kopie und Ausleihe
    Export in Literaturverwaltung   RIS-Format
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    Hinweise zum Inhalt
    Quelle: Verbundkataloge
    Sprache: Englisch
    Medientyp: Ebook
    Format: Online
    ISBN: 9780190926144; 9780190926137
    Weitere Identifier:
    Schlagworte: Computerspiel; Ethikunterricht; Werterziehung; Sozialkundeunterricht; E-Learning
    Umfang: 1 Online-Ressource (x, 390 Seiten)
  8. Knowledge games
    how playing games can solve problems, create insight, and make change
    Autor*in: Schrier, Karen
    Erschienen: [2016]; © 2016
    Verlag:  Johns Hopkins University Press, Baltimore

    Export in Literaturverwaltung   RIS-Format
      BibTeX-Format
    Hinweise zum Inhalt
    Quelle: Verbundkataloge
    Sprache: Englisch
    Medientyp: Buch (Monographie)
    Format: Druck
    ISBN: 9781421419206; 9781421419213; 1421419203; 1421419211
    Schriftenreihe: tech.edu
    Schlagworte: Lernspiel; Computerspiel; E-Learning;
    Umfang: x, 270 Seiten, Illustrationen
  9. Designing games for ethics
    models, techniques and frameworks
    Erschienen: 2011
    Verlag:  Information Science Reference, Hershey, Pa. [u.a.]

    Export in Literaturverwaltung   RIS-Format
      BibTeX-Format
    Quelle: Verbundkataloge
    Sprache: Englisch
    Medientyp: Buch (Monographie)
    Format: Druck
    ISBN: 9781609601201; 1609601203; 9781609601225; 160960122X
    Schriftenreihe: Premium reference source
    Schlagworte: Computer games--Design.; Computer games--Moral and ethical aspects.; Video games--Design.; Video games--Moral and ethical aspects.
    Umfang: XXVI, 378 S., Ill., graph. Darst., 29 cm
    Bemerkung(en):

    Literaturangaben

  10. Designing games for ethics
    models, techniques and frameworks
    Beteiligt: Schrier, Karen (Hrsg.); Gibson, David (Hrsg.)
    Erschienen: [2011]; © 2011
    Verlag:  Information Science Reference, Hershey ; New York

    Brings together the diverse and growing community of voices on ethics in gaming and begins to define the field, identify its primary challenges and questions, and establish the current state of the discipline mehr

    TU Berlin, Universitätsbibliothek
    uneingeschränkte Fernleihe, Kopie und Ausleihe

     

    Brings together the diverse and growing community of voices on ethics in gaming and begins to define the field, identify its primary challenges and questions, and establish the current state of the discipline

     

    Export in Literaturverwaltung   RIS-Format
      BibTeX-Format
    Hinweise zum Inhalt
    Volltext (URL des Erstveröffentlichers)
    Quelle: Verbundkataloge
    Beteiligt: Schrier, Karen (Hrsg.); Gibson, David (Hrsg.)
    Sprache: Englisch
    Medientyp: Ebook
    Format: Online
    ISBN: 9781609601225
    Weitere Identifier:
    Schriftenreihe: Premier reference source
    Schlagworte: Ethik; Video games / Moral and ethical aspects; Video games / Design; Computer games / Moral and ethical aspects; Computer games / Design; Videospiel; Design; Ethik; Computerspiel
    Umfang: 1 Online-Ressource (xxvi, 378 Seiten), Illustrationen
    Bemerkung(en):

    Includes bibliographical references

    1. Quick takes on ethics and games voices from industry and academia / Mia Consalvo ... et al. -- 2. Ethical reasoning and reflection as supported by single-player videogames / Jose Zagal -- 3. A framework for classification and criticism of ethical games / Jamey Stevenson -- 4. The axis of good and evil / Jonathan Melenson -- 5. Ethical dilemmas in gameplay / Ian Schreiber, Bryan Cash, Link Hughes -- 6. War and play / Devin Monnens -- 7. God of war / Peter Rauch -- 8. The ethics of reverse engineering for game technology / David Schwartz, Jessica Bayliss -- 9. Critical gameplay / Lindsay Grace -- 10. How games can touch you / Mitu Khandaker --

    11. Toward an ethic of representation / Adrienne Shaw -- 12. The new backyard / Nathan Freier, Emilie Saulnier -- 13. Teaching executive functions, self-management, and ethical decision-making through popular videogame play / Randy Kulman ... et al. -- 14. Fostering character education with games and interactive story generation / Rania Hodhod, Paul Cairns, Daniel Kudenko -- 15. Leveraging digital games for moral development in education / Ross FitzGerald, Jennifer Groff -- 16. Power to the people / Andrea Gunraj, Susana Ruiz, Ashley York -- 17. The doctor will be you now / Nahil Sharkasi -- 18. Games, ethics and engagement / Sharman Adams, Jeremiah Holden -- 19. Uganda's road to peace may run through the river of forgiveness / Sasha Barab

  11. We the gamers
    how games teach ethics and civics
    Autor*in: Schrier, Karen
    Erschienen: [2021]; © 2021
    Verlag:  Oxford University Press, New York, NY

    Ruhr-Universität Bochum, Universitätsbibliothek
    keine Fernleihe
    Export in Literaturverwaltung   RIS-Format
      BibTeX-Format
    Hinweise zum Inhalt
    Quelle: Verbundkataloge
    Sprache: Englisch
    Medientyp: Ebook
    Format: Online
    ISBN: 9780190926144; 9780190926137
    Weitere Identifier:
    Schlagworte: Werterziehung; E-Learning; Computerspiel; Sozialkundeunterricht; Ethikunterricht
    Umfang: 1 Online-Ressource (x, 390 Seiten)
  12. Knowledge games
    how playing games can solve problems, create insight, and make change
    Autor*in: Schrier, Karen
    Erschienen: [2016]; © 2016
    Verlag:  Johns Hopkins University Press, Baltimore

    Staatsbibliothek zu Berlin - Preußischer Kulturbesitz, Haus Potsdamer Straße
    1 A 975924
    uneingeschränkte Fernleihe, Kopie und Ausleihe
    Sächsische Landesbibliothek - Staats- und Universitätsbibliothek Dresden
    uneingeschränkte Fernleihe, Kopie und Ausleihe
    Otto-von-Guericke-Universität, Universitätsbibliothek
    2016.04787:1
    uneingeschränkte Fernleihe, Kopie und Ausleihe
    Export in Literaturverwaltung   RIS-Format
      BibTeX-Format
    Quelle: Staatsbibliothek zu Berlin
    Sprache: Englisch
    Medientyp: Buch (Monographie)
    Format: Druck
    ISBN: 1421419203; 9781421419206
    RVK Klassifikation: AK 25000
    Schriftenreihe: Tech.edu
    Schlagworte: Games; Games; Educational games; Games; Games; Educational games; Educational games; Games; Games
    Umfang: x, 270 Seiten, Illustrationen, Karten, 24 cm
    Bemerkung(en):

    Includes bibliographical references and index