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dc.date.accessioned2024-04-25T13:48:12Z-
dc.date.available2024-04-25T13:48:12Z-
dc.date.issued2024-
dc.identifier.citationBezzina, J. (2024). The use of digital gaming as a teaching and learning resource for the ethics programme (Master's dissertation).en_GB
dc.identifier.urihttps://www.um.edu.mt/library/oar/handle/123456789/121371-
dc.descriptionMTL(Melit.)en_GB
dc.description.abstractDigital gaming is a popular pastime with all sections of the population. The flourishing of e-sports conventions and competitions both locally and abroad in recent years are a testimony of the extensive popularity of this medium in contemporary culture. Digital games have also become an essential part of contemporary popular culture and cultural discourse. However, digital gaming is predominantly regarded as a tool of entertainment in popular discourse but rarely considered as a viable tool of moral education. This dissertation aims to challenge this notion. Sicart (2009) notes that conscious gamers are aware of the simulatory nature of digital games to real-life ethical issues. As ethical beings, their interaction with the medium are influenced by feelings of empathy with the virtual character as they contemplate what would they do if they were in the same moral dilemma. The challenge lays on the implementation of such virtual experiences in the ethics programme. In this study, several examples of ethical themes featured in two digital games will be thematically analysed against the content of the Ethics programme. This will be followed with a thorough SWOT analysis of the use of the chosen games as resources for teaching and learning that can be incorporated in the scheme of work of the ethics educator. This pragmatic analysis will be substantiated through a virtual interview with the Ethics Education Officer. The research questions are the following: 1. Are digital games suitable to teach moral education and for moral development? 2. Can digital gaming enrich the ethics programme? 3. How can digital gaming be implemented effectively and safely in the ethics programme?en_GB
dc.language.isoenen_GB
dc.rightsinfo:eu-repo/semantics/restrictedAccessen_GB
dc.subjectEducation -- Computer-assisted instructionen_GB
dc.subjectEducational games -- Maltaen_GB
dc.subjectVideo games -- Maltaen_GB
dc.subjectEthics -- Study and teaching -- Maltaen_GB
dc.subjectMoral education -- Maltaen_GB
dc.titleThe use of digital gaming as a teaching and learning resource for the ethics programmeen_GB
dc.typemasterThesisen_GB
dc.rights.holderThe copyright of this work belongs to the author(s)/publisher. The rights of this work are as defined by the appropriate Copyright Legislation or as modified by any successive legislation. Users may access this work and can make use of the information contained in accordance with the Copyright Legislation provided that the author must be properly acknowledged. Further distribution or reproduction in any format is prohibited without the prior permission of the copyright holder.en_GB
dc.publisher.institutionUniversity of Maltaen_GB
dc.publisher.departmentFaculty of Educationen_GB
dc.description.reviewedN/Aen_GB
dc.contributor.creatorBezzina, Jamie (2024)-
Appears in Collections:Dissertations - FacEdu - 2024

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