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dc.contributor.authorZdravkova, Katerinaen_US
dc.date.accessioned2022-11-03T09:14:55Z-
dc.date.available2022-11-03T09:14:55Z-
dc.date.issued2014-
dc.identifier.urihttp://hdl.handle.net/20.500.12188/24118-
dc.description.abstractTabletop online role-playing games enable active learning intended for different ages and capabilities. They have also been implemented in computer and engineering ethics courses. This paper presents the experience of implementing role-playing in several courses embedded in Web 2.0 environment, with an intention to confront complex and sometimes mutually conflicting concepts, and integrate them into a whole. Representative examples introducing two basic scenarios are presented together with the detailed analysis of performing the game. The paper concludes with student opinion and basic findings of the effects of role-playing in ethics learning.en_US
dc.publisherEmerald Group Publishing Limiteden_US
dc.relation.ispartofJournal of Information, Communication and Ethics in Societyen_US
dc.subjectActive learning, Asynchronous learning, Web 2.0 learning environmentsen_US
dc.titleLearning computer ethics and social responsibility with tabletop role-playing gamesen_US
dc.typeArticleen_US
item.fulltextWith Fulltext-
item.grantfulltextopen-
crisitem.author.deptFaculty of Computer Science and Engineering-
Appears in Collections:Faculty of Computer Science and Engineering: Journal Articles
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