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What Should We Teach? 我们应该教什么?
Pub Date : 2021-06-17 DOI: 10.1093/OSO/9780190926106.003.0003
Karen Schrier
Chapter 3 delves into the specific civics and ethics skills and knowledge that are necessary to teach. It dives into US standards, approaches, and frameworks, including the college, career, and civic life (C3) framework for social studies state standards; the civics assessment framework; the 10 proven practices for civics education; connected civics; action civics; and the Collaborative for Academic, Social and Emotional Learning (CASEL) framework. It also includes the Jubilee Centre for Character & Virtues framework from the United Kingdom. From these frameworks, the chapter poses three different themes and nine guiding questions. The three themes are real-world knowledge and action; connection and community; and critical thinking and inquiry, and the nine questions form the basis for the subsequent chapters in the book.
第三章深入探讨了具体的公民和道德技能和知识,这些技能和知识是教学所必需的。它深入研究了美国的标准、方法和框架,包括社会研究州标准的大学、职业和公民生活(C3)框架;公民评估框架;10项公民教育实践;连接公民;公民行动;以及学术、社会和情感学习合作(CASEL)框架。它还包括来自英国的朱比利品格与美德中心框架。从这些框架出发,本章提出了三个不同的主题和九个指导性问题。三个主题是现实世界的知识和行动;联系和社区;批判性思维和探究,以及这九个问题构成了本书后续章节的基础。
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引用次数: 0
What Is the Knowledge We Need? 我们需要什么知识?
Pub Date : 2021-06-17 DOI: 10.1093/OSO/9780190926106.003.0004
Karen Schrier
Chapter 4 describes the type of civics and ethics knowledge necessary to learn, including the real- world structures, processes, and institutions of public life. It also includes ethical frameworks and approaches such as hedonism or utilitarianism, or virtues and moral habits. This knowledge forms the foundation for being able to civically engage and participate in society. The chapter also includes an overview of why gaining knowledge is necessary, what types of knowledge are necessary, and why games may support this. It also includes the limitations of using games to convey knowledge, and how to minimize those limitations. Finally, it reviews strategies that teachers can take to use games to build real-world knowledge. The chapter opens with the example Executive Command and also shares three examples in action: Win the White House, PolitiCraft, and Fable III.
第4章描述了需要学习的公民和伦理知识的类型,包括现实世界的结构、过程和公共生活的制度。它还包括道德框架和方法,如享乐主义或功利主义,或美德和道德习惯。这些知识构成了公民参与和参与社会的基础。这一章还概述了为什么获取知识是必要的,什么类型的知识是必要的,以及为什么游戏可以支持这一点。它还包括使用游戏传达知识的局限性,以及如何将这些局限性最小化。最后,它回顾了教师可以使用游戏来构建现实世界知识的策略。本章以《Executive Command》为例展开,并分享了三个实际例子:《Win The White House》、《PolitiCraft》和《Fable III》。
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引用次数: 0
How Do We Analyze Problems and Systems? 我们如何分析问题和系统?
Pub Date : 2021-06-17 DOI: 10.1093/OSO/9780190926106.003.0011
Karen Schrier
Chapter 11 describes how games may help people practice problem-solving skills such as analyzing solutions and systems. How are social and civic problems solved, and how might games support this? How might games help to understand problems as being dynamic and systemic? The chapter includes an overview of why problem-solving and systems thinking matter in civics and ethics, and why games may support this. It also includes the limitations of using games to explore problems, and how to minimize those limitations. Finally, it reviews strategies that teachers can take to use games to practice problem-solving and systems analysis skills. It opens with the example of the game Plague Inc., and also shares four examples-in-action: Happy Farm, Papers, Please, Quandary, and Vox Pop.
第11章描述了游戏如何帮助人们练习解决问题的技能,如分析解决方案和系统。社会和公民问题是如何解决的,游戏如何支持这一点?游戏如何帮助我们将问题理解为动态的和系统性的?这一章概述了为什么解决问题和系统思考在公民和伦理中很重要,以及为什么游戏可以支持这一点。它还包括使用游戏探索问题的局限性,以及如何将这些局限性最小化。最后,它回顾了教师可以使用游戏来练习解决问题和系统分析技能的策略。本文以游戏《Plague Inc.》为例,并分享了4个实际案例:《开心农场》、《Papers》、《Please》、《窘境》和《Vox Pop》。
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引用次数: 0
We the People 我们人民
Pub Date : 2021-06-17 DOI: 10.1093/oso/9780190926106.003.0001
Karen Schrier
Chapter 1 introduces the reader to the main arguments of the book We the Gamers. It provides an overview of why ethics and civics matter, why games matter in the practice of ethics and civics, and why these types of skills need to be taught at this particular moment in our lifetimes. The chapter provides the necessary context for the book—including the COVID-19 pandemic and concomitant health, economic, and social issues. To help solve these systemic, complex problems it is necessary to connect, civically engage, and ethically evaluate and deliberate. People need to not only learn these skills themselves, but teach their neighbors, community members, and leaders. This chapter reveals how games and gamers are already engaging in civics and ethics. Games are communities and public spheres where people come together to play, practice, deliberate, solve problems, and repair our world. The chapter also reviews the variety of games that may enable the practice of these skills, from in-person card games to big-budget console games, and from classroom-based collaborative games to livestreamed competitive games. Finally, this chapter introduces the concept of practicing as a citizen, which is to grapple with the complexity of humanity and governance. How do individuals “citizen” together and play with, critique, and redesign systems? How do games help people to overcome the unnecessary obstacles and unjust inequities of our world? How do people help one another to flourish as human beings?
第一章向读者介绍了《我们是游戏玩家》一书的主要论点。它概述了为什么道德和公民行为很重要,为什么游戏在道德和公民行为的实践中很重要,以及为什么这些类型的技能需要在我们有生之年的这个特定时刻教授。这一章为本书提供了必要的背景,包括COVID-19大流行以及随之而来的健康、经济和社会问题。为了帮助解决这些系统性的、复杂的问题,有必要进行联系、公民参与、道德评估和深思熟虑。人们不仅需要自己学习这些技能,还需要教给他们的邻居、社区成员和领导人。这一章揭示了游戏和玩家是如何参与公民和道德的。游戏是人们聚在一起玩、练习、思考、解决问题和修复世界的社区和公共领域。本章还回顾了各种能够实践这些技能的游戏,从面对面的纸牌游戏到大预算的主机游戏,从基于课堂的协作游戏到直播的竞技游戏。最后,本章引入了公民实践的概念,以应对人性与治理的复杂性。个体“公民”如何一起玩、批评和重新设计系统?游戏如何帮助人们克服世界上不必要的障碍和不公平?作为人类,人们如何互相帮助,共同繁荣?
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引用次数: 0
We the Gamers 我们是玩家
Pub Date : 2021-06-17 DOI: 10.7551/mitpress/11538.003.0016
Karen Schrier
The world is in crisis. The people of the world are all connected, and rely on one another to make ethical decisions and to solve civic problems together. Ethics and civics have always mattered, but it is becoming more evident how much they matter. Teaching ethics and civics is essential to the future. This book argues that games can encourage the practice of ethics and civics. They can help people to connect, deliberate, reflect, and flourish. They can help people to reimagine systems and solve problems. Games are communities and public spheres. Like all communities, they may encourage care, connection, and respect. They may also be used for hate, disinformation, and exclusion. Games reveal humanity’s compassion as well as its cruelty. We the Gamers provides research-based perspectives related to why and how people should play, make, and use games in ethics, civics, character, and social studies education. The book also shows how people are already engaging in ethics and civics through games. It 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 resources, activities, and case studies. It includes examples of all different types of games—virtual reality, mobile, computer, and card games, and big-budget commercial games, indie games, and more. How can people play and design a new world, together?
世界正处于危机之中。全世界的人民都是相互联系的,相互依赖,共同做出道德决定,共同解决公民问题。道德和公民意识一直很重要,但它们的重要性正变得越来越明显。教授伦理学和公民学对未来至关重要。这本书认为,游戏可以鼓励道德和公民的实践。它们可以帮助人们联系、深思熟虑、反思和发展。它们可以帮助人们重新构想系统并解决问题。游戏是社区和公共领域。像所有的社区一样,他们可能鼓励关怀、联系和尊重。它们也可能被用于仇恨、虚假信息和排斥。游戏揭示了人性的同情和残酷。我们的游戏玩家提供了基于研究的视角,涉及人们为什么以及如何在道德、公民、性格和社会研究教育中玩、制作和使用游戏。这本书还展示了人们如何通过游戏参与道德和公民。它系统地评估了如何在教室、远程学习环境和其他教育环境中使用游戏,并考虑到不同的受众和标准。这本书还提供了提示和指导方针,以及资源,活动和案例研究。它包含了所有不同类型的游戏—-虚拟现实,手机,电脑和纸牌游戏,大预算商业游戏,独立游戏等等。人们如何共同体验和设计一个新世界?
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引用次数: 5
Guidelines, Questions, and Considerations 指南、问题和注意事项
Pub Date : 2021-06-17 DOI: 10.1093/OSO/9780190926106.003.0013
Karen Schrier
Chapter 13 describes the practical and logistical considerations of playing and using games in the classroom, in remote learning environments, or in other educational contexts. This includes how games are chosen for students and curricula, as well as the additional activities around and during games. A table in this chapter outlines different categories of questions to ask about incorporating games into learning experiences, including questions about technological constraints, teacher expertise, gameplay, and student needs. Finally, this chapter covers some assessment considerations, such as what types of ways learning may be assessed through and around the game.
第13章描述了在课堂、远程学习环境或其他教育环境中玩和使用游戏的实际和逻辑考虑。这包括如何为学生和课程选择游戏,以及游戏周围和游戏期间的额外活动。本章的表格列出了关于将游戏融入学习体验的不同问题,包括技术限制、教师专业知识、游戏玩法和学生需求。最后,本章涵盖了一些评估考虑因素,例如通过游戏或围绕游戏评估学习的方式类型。
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引用次数: 0
How Do We Cultivate Compassion and Respect for Others? 我们如何培养对他人的同情和尊重?
Pub Date : 2021-06-17 DOI: 10.1093/OSO/9780190926106.003.0008
Karen Schrier
Chapter 8 describes how games may help people to cultivate empathy, compassion, care, and respect for others. How do individuals learn how to treat people with dignity and humanity, and how might games support this? What are the best practices and strategies for supporting perspective-taking and bias reduction using games? The chapter includes an overview of why perspective-taking and compassion matter in civics and ethics, and why games may support this. It also includes the limitations of using games to explore our perspectives and biases, and how to minimize those limitations. Finally, it reviews strategies that teachers can take to use games to practice skills related to empathy and compassion. It opens with the VR experiences Tree and 1000 Cut Journey, and also shares five examples-in-action: Mission US, Attentat 1942, The Migrant Trail, The Road Not Taken, and When Rivers Were Trails.
第8章描述了游戏如何帮助人们培养同理心、同情心、关心和尊重他人。个人如何学习如何以尊严和人性对待他人,游戏如何支持这一点?使用游戏支持换位思考和减少偏见的最佳实践和策略是什么?这一章概述了为什么换位思考和同情心在公民和道德中很重要,以及为什么游戏可以支持这一点。它还包括使用游戏来探索我们的观点和偏见的局限性,以及如何将这些局限性最小化。最后,它回顾了教师可以采取的策略,用游戏来练习与同情和同情相关的技能。它以VR体验《树》和《千刀之旅》开始,并分享了五个实际例子:《美国任务》、《1942年的注意力》、《移民之路》、《未被采纳的路》和《当河流是小径时》。
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引用次数: 0
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We the Gamers
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