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When People Get in the Way: Promoting Civic Thinking Through Epistemic Gameplay

When People Get in the Way: Promoting Civic Thinking Through Epistemic Gameplay

Elizabeth Bagley, David Williamson Shaffer
Copyright: © 2009 |Volume: 1 |Issue: 1 |Pages: 17
ISSN: 1942-3888|EISSN: 1942-3896|ISSN: 1948-5026|EISBN13: 9781615202881|EISSN: 1942-3896|DOI: 10.4018/jgcms.2009010103
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MLA

Bagley, Elizabeth, and David Williamson Shaffer. "When People Get in the Way: Promoting Civic Thinking Through Epistemic Gameplay." IJGCMS vol.1, no.1 2009: pp.36-52. http://doi.org/10.4018/jgcms.2009010103

APA

Bagley, E. & Shaffer, D. W. (2009). When People Get in the Way: Promoting Civic Thinking Through Epistemic Gameplay. International Journal of Gaming and Computer-Mediated Simulations (IJGCMS), 1(1), 36-52. http://doi.org/10.4018/jgcms.2009010103

Chicago

Bagley, Elizabeth, and David Williamson Shaffer. "When People Get in the Way: Promoting Civic Thinking Through Epistemic Gameplay," International Journal of Gaming and Computer-Mediated Simulations (IJGCMS) 1, no.1: 36-52. http://doi.org/10.4018/jgcms.2009010103

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Abstract

A growing body of research suggests that computer games can help players learn to integrate knowledge and skills with values in complex domains of real world problem solving. In particular, research suggests that epistemic games—games where players think and act like real world professionals—can link knowledge, skills, and values into professional ways of thinking. Here, we look at how the epistemic game Urban Science develops civic thinking in young people as they learn about urban ecology by role-playing as urban planners redesigning a city. Specifically, we ask whether and how overcoming authentic obstacles from the profession of urban planning in the virtual world of a role-playing game can link civic values with the knowledge and skills young people need to solve complex social and ecological problems—and thus be a powerful context for learning civic thinking.

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