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

@article{McDaniel2012BestPF,
  title={Best Practices for the Design and Development of Ethical Learning Video Games},
  author={Rudy McDaniel and Stephen M. Fiore},
  journal={Int. J. Cyber Ethics Educ.},
  year={2012},
  volume={2},
  pages={1-23}
}
This article builds upon earlier research McDaniel & Fiore, 2010 in which the authors presented case studies focused on the design and development of two original ethical learning video games. 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. Both games were geared toward an undergraduate student audience as casual learning games to be completed in a few hours of… 
11 Citations

A Cross-Genre Study of Online Gaming: Player Demographics, Motivation for Play, and Social Interactions Among Players

Player behaviour and characteristics in these three relatively under-researched online gaming genres are examined, including the demographic profile of players, the social interactions of players including the number and quality of friends, and how gaming related to real life friendship.

Times of Change, Times of Turbulence: Seeking an Ethical Framework for Curriculum Development during Critical Transition in Higher Education

It is proposed that an ethics of community will assist finding practical solutions to ethical dilemmas in curriculum development and delivery and shifts from the individual as moral agent to ethical practice as communal processes.

Assertiveness and Anxiety Effects in Traditional and Online Interactions

The present study explored the extent to which self-esteem is a significant predictor of social network use and the level of anxiety and assertiveness participants feel during traditional and online interactions to suggest that online behaviors reflect different personality characteristics.

Individual E-Portfolios: Can a Classic Tool for Teachers and Students be Merged with Web 2.0 Tools for Reflective Learning?

The purpose of this chapter is to identify the current practices related to the use of e-portfolios and to examine some of the latest Web 2.0 tools with the goal of assessing their potential for facilitating possible implementation of e -portfolios.

A Study of the Predictive Relationship Between Online Social Presence and ONLE Interaction

This study suggests CMC and ONLE have different dynamics in social interaction as ONLE focuses on "social and "networking" linkages to transform online learners into "network learners" to project their ideal and preferred "network social presence" rather than online social presence.

The Study of Antecedents of Consumer Engagement and Purchase Intention in Social Commerce

This study develops a model that helps consumers understand how to engage in social commerce and increases consumers’ intention through increased consumer engagement.

Attention Versus Learning of Online Content: Preliminary Findings from an Eye-Tracking Study

An exploratory within-subject experiment exposed participants to different text and graphic structures in health news stories, suggesting enhanced learning, shorter viewing time, and fewer eye fixations for a linear text structure as compared to an inverted pyramid text commonly used in news.

Cyber-Bullying, Personality and Coping among Pre-Adolescents

Investigation of the association of personality Five Factor Model, coping and cyber-bullying/victimization experiences among 300 Greek pre-adolescent students attending the upper two primary school grades indicated that low conscientious boys who use passive avoidance and aggression were more likely to cyber-bully, while those who use aggression, Passive avoidance and situation control to cope with interpersonal stressors were morelikely to be cyber-victimized.

E-Behaviour Trends and Patterns among Malaysian Pre-Adolescents and Adolescents

A general pattern of online related behaviours that seem to be taking place among Malaysian pre-adolescents and adolescents and its possible impact on their behaviours leading towards cyber-related crimes is provided.

Law and Technology at Crossroads in Cyberspace: Where Do We Go From Here?

This chapter identifies various kinds of computer crimes and discusses the counter strategies to tackle such crimes in the legal, technological, and organizational dimensions.

References

SHOWING 1-10 OF 38 REFERENCES

Ethics and Game Design: Teaching Values Through Play

Ethics and Game Design: Teaching Values through Play is the first book in its field to challenge scholars and researchers to answer questions such as: How can game design be improved to foster

Engaging by design: How engagement strategies in popular computer and video games can inform instructional design

An overview of the trajectory of player positioning or point of view, the role of narrative, and methods of interactive design is presented to examine how strategies of game design might be integrated into the existing framework of engaged learning.

Designing Games for Ethics: Models, Techniques and Frameworks

Designing Games for Ethics: Models, Techniques and Frameworks brings together the diverse and growing community of voices and begins to define the field, identify its primary challenges and questions, and establish the current state of the discipline.

Game design : theory and practice

This book delves into the entire breadth of interactive games, covering computer, console, and arcade titles, and spanning a variety of gaming genres including strategy, adventure, simulation, action, role-playing, sports, and wargames.

Digital Games as Ethical Technologies

What are the values of an object? How can philosophy illuminate the inherent rhetorical, social, political and moral meanings inscribed in any designed technology? And how can we do this without

The Philosophy of Computer Games

Computer games have become a major cultural and economic force, and a subject of extensive academic interest. Up until now, however, computer games have received relatively little attention from

Critical Ethical Reasoning and Role-Play

Role-playing games provide a particularly fruitful environment for the development of critical, ethical reasoning skills, a core component in developing a citizenry capable of fully participating in

The Virtual Philosopher: Designing Socratic Method Learning Objects for Online Philosophy Courses

This case study describes the Virtual Philosopher, a series of digital learning objects which were created as a Socratic method activity for online ethics courses. Each Virtual Philosopher is a

Constructivist and Constructionist Approaches to Graduate Teaching in Second Life: Ethical Considerations and Legal Implications

As a growing number of faculty use constructivist and constructionist approaches to teaching in SL, little research exists on the many ethical considerations and legal implications that affect course

Persuasive Games: The Expressive Power of Videogames

Ian Bogost argues that videogames, thanks to their basic representational mode of procedurality (rule-based representations and interactions), open a new domain for persuasion; they realize a new form of rhetoric.