This paper explores two hot topics in e-learning literature: moral reasoning (bond to ethical and social issues) and its generations. Future educational environments impose a dramatic shift regarding “educational actors”, since include non-human agents. These novel “educational agents” promote unforeseen ethical and moral dilemmas which e-learning literature seems to disregard. Recent e-le...
Novel educational environments promote an increasing use of technological mash-ups, which include serious games. These games purpose is to facilitate learning and promote behavioural change, so this contribution debates their potential role into education. Beyond this traditional analysis, the authors explore the overlap between serious games and positive psychology as a way to min...
Serious games are a key component within technological mashups that characterise future learning environments, namely in medicine. Recent empirical studies denote ambiguous results about their role or influence in education or training; however, this paper explores Portuguese doctors’ awareness regarding serious games, their advantages/disadvantages within training and probable ethic...
Assuming that violent computer games influence gamers’ moral reasoning is still a controversial assumption. The reason for this claim is quite simple: previous studies acknowledge paradoxical outcomes due to their nature (traditionall y quantitative vs. qualitative studies) and analytical aims. This manuscript sheds some light over Polish gamers’ retort regarding potential mayhem engagement (emotional bond ...
Assume that violent computer games influence gamers’ moral reasoning is still a controversial assumption. The reason for this claim is quite simple: previous studies acknowledge paradoxical outcomes due to their nature. Therefore, this manuscript sheds some light over Portuguese and Polish gamers’ retort regarding potential mayhem engagement and cognitive bias feedback. Likewise, the paper is divided into five ...
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