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Best Practices for the Design and Development of Ethical Learning Video Games

Rudy McDaniel, Stephen M. Fiore
2012 International Journal of Cyber Ethics in Education  
From this literature base and their applied design experiences, the authors offer ten guidelines as best practices to follow for aspiring ethics game developers.  ...  Through this case study and a review of relevant literature, the authors explored the content creation of, and theoretical rationale for, the design and development of ethics games.  ...  We offer these experiences with the hope they will provide useful information and best practices for other ethics game designers in various stages of conceptualization and development.  ... 
doi:10.4018/ijcee.2012100101 fatcat:okw57dcydfbdpb2ypdasaohkgi

Ethical experiments with the D-pad: exploring the potential of video games as a phenomenological tool for experiential legal education

Craig Newbery-Jones
2016 The Law Teacher  
This emerging universality has inevitably encouraged educationalists to consider how best to utilise gaming and elements of video game technology in the development of e-learning tools.  ...  Building upon the work of Maharg and Owen, and Lettieri et al, this paper will explore the potential of video games as a tool for experiential learning, specifically the study of ethics and related jurisprudential  ...  to those with visual impairment 113 and individual developers are designing gaming solutions for blind players. 114 However, this does pose a problem for inclusive learning strategy.  ... 
doi:10.1080/03069400.2016.1146465 fatcat:foaekmhgrrckxe6xygcckm36o4

Developing Augmented Reality based Gaming Model to Teach Ethical Education in Primary Schools [article]

Mohammad Ali
2020 arXiv   pre-print
In our paper, we design the system and develop an AR-based mobile game model in the field of Ethical education for pre-primary students.  ...  So, we use AR technology to develop a game which offers interactive procedures where students can learn with fun and engage with the context.  ...  We also need to design and develop the database for the game which may be needed to identify and track the progress in ethical education for a particular student. Fig. 1 . 1 my favorite toy.  ... 
arXiv:2010.15346v1 fatcat:z2iehb3z6ndkxaszg3kalbmbvu

What Videogame Making Can Teach Us About Literacy and Learning: Alternative Pathways into Participatory Culture

Kylie A. Peppler, Yasmin B. Kafai
2007 Conference of the Digital Games Research Association  
We illustrate how video game making can provide a context for addressing issues of participation, transparency and ethics.  ...  Here, we discuss game making approaches and their benefits for illuminating game preferences and learning both software design and other academic content.  ...  CASE STUDY OF A VIDEO GAME DESIGNER In the following case study, we illustrate how youth integrate computation and the arts into video game design practices, express personal interests, and shift participation  ... 
dblp:conf/digra/PepplerK07 fatcat:a6y5q34zqrhv7dmtph4hzhrkeu

Research Ethics Education in the STEM Disciplines: The Promises and Challenges of a Gaming Approach

Adam Briggle, J. Britt Holbrook, Joseph Oppong, Joesph Hoffmann, Elizabeth K. Larsen, Patrick Pluscht
2015 Science and Engineering Ethics  
(b) reporting on some initial results from our own efforts to develop a game; and (c) reflecting on the challenges that arise in using games for ethics education.  ...  It does so by: (a) setting the development of research and engineering ethics games in wider historical and theoretical contexts, which highlights their promise to solve important pedagogical problems;  ...  Then, we outline three key challenges involved in designing effective ethics games and offer some lessons learned in hopes of improving future efforts to develop ethics games for STEM students.  ... 
doi:10.1007/s11948-015-9624-6 pmid:25694205 fatcat:gitifoaosbdozidvu2nwjai2o4

Using video-conferencing for observations and interviews: Gathering data from 'home' while studying in New Zealand

Farzana Hayat Ahmad
2020 Waikato Journal of Education  
The growing popularity and access to video-conferencing technologies indicate broader usability of such technologies to conduct data collection.  ...  The article documents the reflections on gathering data from the home country via distance while living and studying in New Zealand.  ...  In stage 3, I invited participants, including primary school teachers, game designers and game developers, to review only the two best games out of seven using the same framework.  ... 
doi:10.15663/wje.v25i0.758 fatcat:smqm2c26tvbj3iqcqrdsl3uyvy

Library Not Found - The Disconnect between Gaming Research and Development

Marcello Passarelli, Jeffrey Earp, Francesca Maria Dagnino, Flavio Manganello, Donatella Persico, Francesca Pozzi, Thomas Buijtenweg, Mata Haggis, Chris Bailey, Carlo Perrotta
2018 Proceedings of the 10th International Conference on Computer Supported Education  
Video games clearly have great educational potential, both for formal and informal learning, and this avenue is being thoroughly investigated in the psychology and education literature.  ...  However, there appears to be a disconnect between social science academic research and the game development sector, in that research and development practices rarely inform each other.  ...  ACKNOWLEDGEMENTS The Gaming Horizon project has received funding from the European Union's Horizon 2020 research and innovation programme under grant agreement No 732332.  ... 
doi:10.5220/0006773601340141 dblp:conf/csedu/PassarelliEDMPP18 fatcat:vyfbli4pqnfubfsz6mq36wu6pq

Commercial Video Games As Therapy: A New Research Agenda to Unlock the Potential of a Global Pastime

Michelle Colder Carras, Antonius J. Van Rooij, Donna Spruijt-Metz, Joseph Kvedar, Mark D. Griffiths, Yorghos Carabas, Alain Labrique
2018 Frontiers in Psychiatry  
As a vehicle to launch a new interdisciplinary research agenda, the present paper provides background information on the use of commercial video games for the prevention, treatment, and rehabilitation  ...  of mental and other health conditions, and discusses ongoing grassroots efforts by online communities to use video games for healing and recovery.  ...  Learning to model the complex, temporally dense data that games can provide. standards for player privacy and management of conflicts of interest. • • Designing standardized protocols and best practice  ... 
doi:10.3389/fpsyt.2017.00300 pmid:29403398 pmcid:PMC5786876 fatcat:wtkbyrfvlzaebnyk3krqzufh4a

How do teens learn to play video games?

Ruth S. Contreras-Espinosa, Carlos A. Scolari
2019 Journal of Information Literacy  
The aims of this article are to identify the main ILS that teens apply as they acquire and improve their video game literacy, and to develop a series of categories for analysing and classifying these informal  ...  As many teenagers are engaged in these kinds of practices, the big question is: How do teens learn to play video games?  ...  The research confirmed the centrality of YouTube in teens' lives. It is a key element of their media culture and, in some cases, it has become their main source of information.  ... 
doi:10.11645/13.1.2358 fatcat:bixnhvjyazb5nhmco7wlpiaiqe

Elements to consider the video game as a support tool in the university classroom

Aarón Iván González-Neri, Julia Pérez-Bravo, Francisco Javier Arellano-Rocha, Jorge Gabriel Villarreal-Alcalde
2019 ECORFAN (El Salvador)  
The video game represents a great opportunity for the student community to refresh and diversify the activities and tasks inherent in teaching and learning, taking advantage of the immersive, interactive  ...  The contribution is led towards the improvement of certain university educational procedures by identifying certain distinguishing parameters in video games that provide certainty that they could be used  ...  It is also necessary to verify that video games are suitable for certain areas of knowledge, if the mechanics are sound and if the nature of the video game does not contradict the basic ethical and moral  ... 
doi:10.35429/ejrs.2019.9.5.23.33 fatcat:lgffllcktfbc3lmn73thhbxfcm

Authenticity, Ethicality, and Motivation: A Formal Evaluation of a 10-week Computer Security Alternate Reality Game for CS Undergraduates

John R. Morelock, Zachary Peterson
2018 USENIX Security Symposium  
We discuss connections to extant literature and implications for future implementations of the ARG.  ...  Alternate reality games (ARGs) have been shown to have desirable characteristics for computer security education and student motivation.  ...  Lee Sheldon for his work in designing the alternate reality game narrative, Nick Gonella for his dual role as TA and FBI agent in our initial offering, as well as Dr.  ... 
dblp:conf/uss/MorelockP18 fatcat:4s4fusmxzbb35kvmmvtwhk6eua

Training Moral Sensitivity Through Video Games

Johannes Katsarov, Markus Christen, Ralf Mauerhofer, David Schmocker, Carmen Tanner
2017 Games and Culture : A Journal of Interactive Media  
The goal of this study is to support game designers in the selection and implementation of game mechanisms to promote players' moral sensitivity.  ...  Abstract The goal of this study is to support game designers in the selection and implementation of game mechanisms to promote players' moral sensitivity.  ...  Awareness for Vulnerability to Biases Identification and Evaluation of Game Mechanisms Promoting targeted learning through video games requires a careful selection and design of game mechanisms.  ... 
doi:10.1177/1555412017719344 fatcat:ewlpneydnvf6be7n6usdfcdot4

Academic Advising and Video Games: A Phenomenological Analysis

2021 Journal of Organizational Psychology  
This article examines broader practical and metaphorical connections between the popular media of video games and interactions within the workspace of academic advising.  ...  The authors define video games, learning from video games, academic advising, and the connection between the two fields in a phenomenological lens.  ...  Understanding the contexts, practicing, and recognizing learning opportunities is at the heart of video game literacy. With video games, the media influences the user or player.  ... 
doi:10.33423/jop.v21i3.4310 fatcat:qbi3mji635hopntgfzc7ivxphu

RATIONALE AND TEACHING OBJECTIVES FOR A CANADIAN ENGINEERING ETHICS GAME

Andrew Roncin
2015 Proceedings of the Canadian Engineering Education Association (CEEA)  
This paper uses Tyler's rationale as a framework for analyzing the teaching objectives surrounding the design of a video game to teach Canadian engineering ethics.The two keys challenges in this area are  ...  using a serious game in which the players are protagonists affords us the opportunity to present thick cases with multiple decision points and opportunities for players to demonstrate their ethical bias  ...  To this end, I have used Tyler's rationale as a framework for developing the learning objectives, supporting story, and assessment methodology for an engineering ethics based role playing game.  ... 
doi:10.24908/pceea.v0i0.5888 fatcat:3gxwxsoia5fptcan3ebbzqrkvm

Unboxing the Design of English as a Second Language (ESL) Learning Video Game for Indigenous Learners: An Empathic Designbased Approach

Mohd Syazwan Wan Mahzan, Nor Aziah Alias, Izaham Shah Ismail
2020 Asia Pacific Journal of Educators and Education  
The design findings indicate that the experts transformed the learner cognitive and emotional experiences for the learning video game design in the form of seven design principles and the evaluation findings  ...  A learning application that can conjure meaningful learner experiences has always been the ultimate aim for any design and development initiative.  ...  ACKNOWLEDGEMENTS The authors are indebted to the Institute of Research Management and Innovation (IRMI), Universiti Teknologi MARA, Selangor, Malaysia for the research, authorship and publication of this  ... 
doi:10.21315/apjee2020.35.2.3 fatcat:dm5fqe5ti5hazoy4d7bwqad2xu
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