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http://hdl.handle.net/20.500.12188/24118
DC Field | Value | Language |
---|---|---|
dc.contributor.author | Zdravkova, Katerina | en_US |
dc.date.accessioned | 2022-11-03T09:14:55Z | - |
dc.date.available | 2022-11-03T09:14:55Z | - |
dc.date.issued | 2014 | - |
dc.identifier.uri | http://hdl.handle.net/20.500.12188/24118 | - |
dc.description.abstract | Tabletop 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.publisher | Emerald Group Publishing Limited | en_US |
dc.relation.ispartof | Journal of Information, Communication and Ethics in Society | en_US |
dc.subject | Active learning, Asynchronous learning, Web 2.0 learning environments | en_US |
dc.title | Learning computer ethics and social responsibility with tabletop role-playing games | en_US |
dc.type | Article | en_US |
item.fulltext | With Fulltext | - |
item.grantfulltext | open | - |
crisitem.author.dept | Faculty of Computer Science and Engineering | - |
Appears in Collections: | Faculty of Computer Science and Engineering: Journal Articles |
Files in This Item:
File | Опис | Size | Format | |
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ETHICOMP2013Proceedingsv1.6FINALprint.pdf | 9.22 MB | Adobe PDF | View/Open |
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