Life on the Screen: Identity in the Age of the Internet
Life on the Screen: Identity in the Age of the Internet
What video games have to teach us about learning and literacy
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
Presence: Teleoperators and Virtual Environments - Special issue: Virtual heritage
Utilizing technology to support the development of empathy
IDC '08 Proceedings of the 7th international conference on Interaction design and children
Computers in Entertainment (CIE) - SPECIAL ISSUE: Media Arts and Games (Part II)
Camp CyberGirls: using a virtual world to introduce computing concepts to middle school girls
Proceedings of the 45th ACM technical symposium on Computer science education
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In this paper, we discuss an approach to providing students with first-hand learning experiences that help them understand cultural differences and aspects of diversity. As part of a five-week course, fourteen high school students participated in activities within massively multiplayer online games (MMOGs) as learning environments to explore issues of identity construction, discrimination, and cultural sensitivity. Student attitudes towards diversity and towards the technology used in the course are discussed. The students reported using the tool to explore and to equalize cultural and demographic differences. They showed significant improvement on a measure of sensitivity towards an understanding of diversity, and evidence suggests they were able to develop a more sophisticated, less essentialist model of diversity.