Augmented Reality (AR) games can potentially teach 21st century skills, such as interpretation, multimodal thinking, problemsolving, information management, teamwork, flexibility, civic engagement, and the acceptance of diverse perspectives. To explore this, I designed Reliving the Revolution (RtR) as a novel model for evaluating educational AR games. RtR takes place in Lexington, Massachusetts, the site of the Battle of Lexington. Participants interact with virtual historic figures and items, which are triggered by GPS to appear on their PDA (personal digital assistant) depending on where they are standing in Lexington. Game participants receive differing evidence, as appropriate for their role in the game (Minuteman soldier, Loyalist, African American soldier, or British soldier), and use this information to decide who fired the first shot at the Battle. Results of initial trials of RtR suggest that AR games, when properly designed for pedagogical purposes, can motivate the authentic practice of 21st century skills.
How can we better learn about and teach moral thinking and skills? How can we solve moral problems? One possible way is to create and use moral learning games, or games that enable players to work on moral scenarios, make moral choices, and gain relevant skills. One possible subcategory of these games is moral knowledge games, or games that aim to solve real-world moral problems and create new knowledge about morality. This article systematically analyzes relevant literature and related games and media to uncover a preliminary set of design principles for creating moral learning games and moral knowledge games. Frameworks such as the Elemental Tetrad, Mechanics, Dynamics, and Aesthetics (MDA), and Ethics Practice and Implementation Categorization Framework (EPIC) were used to analyze individual games and media. Ten different categories of principles emerged, along with 95 possible subprinciples. Implications, next steps, and limitations of this analysis were also discussed.
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