Thinking Critically About Video Games & Virtual Worlds
Video games and virtual worlds offer varying degrees of interactivity and community. These allow players to consider existing societal norms, civic participation and power structures, and experimenting with new models. This book asks students to consider the possibilities that video games offer, as well as some of the problems. Students are already thinking about video games. This book asks students to think about video games in a critical and articulate fashion; considering the attitudes and beliefs they generate; how they affect how we perceive others and ourselves; and what they mean to different people. Each lesson contains activities, quizzes, a glossary of terms and Teacher Buzz sections to prepare for classroom discussions.
|Publish date||2011-04-20 00:00:00|
|Partner Name||J. Weston Walch, Publisher|
|Key Learning Area||English, Media, Technologies|