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  1. Oshima, Jun ; Mochizuki, Toshio ; Hayashi, Yusuke. (Ed.)
    Playable Case Studies (PCSs) are online simulations that allow learners to adopt (play) a professional role within an authentic scenario (case) as they solve realistic problems alongside fictionalized experts in an unfolding narrative. The PCS architecture offers scalable options for creating learning activities for individual learners and student teams, and the means for observing and analyzing these activities. This interactive demo will showcase PCSs the team has developed for topics ranging from cybersecurity to technical writing to disaster response, illustrating how we embed learning assessments and research surveys and run them in classroom environments. Participants and potential collaborators will interact with and provide feedback on the prototype PCS Authoring Tool, designed to streamline the creation of new PCSs. 
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  2. null (Ed.)
    Providing learners with authentic ethical situations in a formal educational environment can be challenging. While we encounter ethical situations daily (e.g., how we treat those around us; temptation to illegally use copyrighted content), some types of ethical situations are high-risk, rare, and/or embedded into contexts that learners don’t typically inhabit. For example, learners studying user experience design may someday be pressured by a boss to implement “dark UX” patterns to increase sign-ups by deceiving users. Learners can benefit from the ability to practice recognizing unethical behavior, making decisions in ethically complex contexts, and learning from their responses. A new genre of highly realistic educational simulations, called Playable Case Studies, can provide a context in which players can experience ethical conundrums in a safe environment, helping learn from mistakes and successes. In order to make the experience authentic and not obviously about ethics, it makes sense to embed ethical experiences into simulations focused on other topics in which ethical issues arise. An example of this approach is described, wherein an ethical situation is embedded within a cybersecurity Playable Case Study called Cybermatics. Many questions remain about how to design and evaluate such experiences in ways that lead to effective learning. 
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  3. null (Ed.)