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Learning, Education & Games: Volume Four: 50 Games to Use for Inclusion, Equity, and Justice - cover image
Play Story Press

Learning, Education & Games: Volume Four: 50 Games to Use for Inclusion, Equity, and Justice

  • Karen Schrier (editor)
  • Rachel Kowert (editor)
  • Diana Leonard (editor)
  • Tarja Porkka-Kontturi (editor)
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TitleLearning, Education & Games: Volume Four
Subtitle50 Games to Use for Inclusion, Equity, and Justice
ContributorKaren Schrier (editor)
Rachel Kowert (editor)
Diana Leonard (editor)
Tarja Porkka-Kontturi (editor)
DOIhttps://doi.org/10.17613/cg9m4-s5k53
Landing pagehttps://playstorypress.org/books/learning-education-games-volume-four/
Licensehttps://creativecommons.org/licenses/by-nc-nd/4.0
PublisherPlay Story Press
Publication placePittsburgh, PA
Published on2025-01-01
ISBN978-1-300-05739-0 (Paperback)
Long abstractHow can we use games to support inclusion, compassion, care, equity, and justice—in the classroom and beyond? This book is aimed at educators, researchers, and designers who want to use games to enhance equity and justice for marginalized students, and create communities where everyone feels like they belong. The book explores 50 different games, including popular games like Animal Crossing: New Horizons, Chess, Minecraft, and Among Us, and a variety of other commercial, indie, PC, mobile, card, and board games.
BISAC
  • GAMES & ACTIVITIES / General
  • COMPUTERS / Educational Software
Keywords
  • dei
  • games
  • play
  • education
  • learning