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Full-Text Articles in Architecture
Coarse-Work: An Investigation Into The Impact Of Materiality In The Interior Educational Setting, Isabel G. Robb
Coarse-Work: An Investigation Into The Impact Of Materiality In The Interior Educational Setting, Isabel G. Robb
Honors Theses
Education design in modern suburban America curates learning environments that are cold and impersonal, being used more as a place to keep youth during the day than as a place where they can truly learn about and understand the world around them. This learning environment does not suit all students, especially those with learning disabilities, and it leaves little room for flexibility in classroom usage.
Focusing on creating a learning environment where all students feel welcome and are able to effectively learn, this projective design research project aims to provide a comprehensive intervention through the built environment and interior design, …
Study Of Undergraduate Interior Design Student Outcomes Compared To Industry Professional Expectations, Rachel Lantz
Study Of Undergraduate Interior Design Student Outcomes Compared To Industry Professional Expectations, Rachel Lantz
Architecture Masters of Science Program: Theses
Interior design undergraduate programs must continually address current software available as drafting and modeling platforms. In addition to preparing students to successfully use these programs, educators also have to consider the creative design process and accreditation standards set to ensure students complete their undergraduate degree prepared for a career in interior design. A concern many design faculty share is what technology, including hardware, software, and apps to feature and how to properly implement those technologies into the design curriculum.
This research project aims to review and evaluate criteria for interior design student work to determine if the outcomes match expectations …
Designing Analog Learning Games: Genre Affordances, Limitations And Multi-Game Approaches, Owen Gottlieb, Ian Schreiber
Designing Analog Learning Games: Genre Affordances, Limitations And Multi-Game Approaches, Owen Gottlieb, Ian Schreiber
Articles
This chapter explores what the authors discovered about analog games and game design during the many iterative processes that have led to the Lost & Found series, and how they found certain constraints and affordances (that which an artifact assists, promotes or allows) provided by the boardgame genre. Some findings were counter-intuitive. What choices would allow for the modeling of complex systems, such as legal and economic systems? What choices would allow for gameplay within the time of a class-period? What mechanics could promote discussions of tradeoff decisions? If players are expending too much cognition on arithmetic strategizing, could that …
Lost & Found: New Harvest, Owen Gottlieb, Ian Schreiber
Lost & Found: New Harvest, Owen Gottlieb, Ian Schreiber
Presentations and other scholarship
Lost & Found is a strategy card-to-mobile game series that teaches medieval religious legal systems with attention to period accuracy and cultural and historical context.
Set in Fustat (Old Cairo) in the 12th century, a great crossroads of Islam, Judaism, and Christianity. The Lost & Found games project seeks to expand the discourse around religious legal systems, to enrich public conversations in a variety of communities, and to promote greater understanding of the religious traditions that build the fabric of the United States. Comparative religious literacy can build bridges between and within communities and prepare learners to be responsible citizens …
Weaving Material Connexion Into Curriculum, Shelley Woods, Gouthami Vigneswaran, Patricia Buckley
Weaving Material Connexion Into Curriculum, Shelley Woods, Gouthami Vigneswaran, Patricia Buckley
Publications and Scholarship
Weaving Material ConneXion into the Curriculum poster presented at OLA Super Conference 2020.
Don’T Believe The Hype: The Radical Elements Of Hip-Hop, Jenell Navarro, Catherine Trujillo, Jeremiah Hernandez, Logan Kregness, John Duch, Anna Teiche
Don’T Believe The Hype: The Radical Elements Of Hip-Hop, Jenell Navarro, Catherine Trujillo, Jeremiah Hernandez, Logan Kregness, John Duch, Anna Teiche
Creative Works
“Don’t Believe the Hype: the Radical Elements of Hip-Hop” is an installation that showcases the five elements of hip-hop culture. These elements—graffiti writing, breakdancing, deejaying, emceeing, and knowledge production— have been utilized to speak truth and justice about social ills in the United States and beyond. This exhibit illustrates the conscious roots of hip-hop culture from the South Bronx in the 1970s and follows that course to our current moment, where hip-hop still remains a powerful voice for those who are marginalized by dominant structures of power.