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Articles 1 - 12 of 12
Full-Text Articles in Architecture
Lost & Found (Game Series) [Book Chapter], Owen Gottlieb
Lost & Found (Game Series) [Book Chapter], Owen Gottlieb
Articles
Description of game series for use in the classroom with best practices.
Collaborative Constructions: Designing High School History Curriculum With The Lost & Found Game Series, Owen Gottlieb, Shawn Clybor
Collaborative Constructions: Designing High School History Curriculum With The Lost & Found Game Series, Owen Gottlieb, Shawn Clybor
Articles
This chapter addresses design research and iterative curriculum design for the Lost & Found games series. The Lost & Found card-to-mobile series is set in Fustat (Old Cairo) in the twelfth century and focuses on religious laws of the period. The first two games focus on Moses Maimonides’ Mishneh Torah, a key Jewish law code. A new expansion module which was in development at the time of the fieldwork described in this article that introduces Islamic laws of the period, and a mobile prototype of the initial strategy game has been developed with support National Endowment for the Humanities. The …
Playing At The Crossroads Of Religion And Law: Historical Milieu, Context And Curriculum Hooks In Lost & Found, Owen Gottlieb
Playing At The Crossroads Of Religion And Law: Historical Milieu, Context And Curriculum Hooks In Lost & Found, Owen Gottlieb
Articles
This chapter presents the use of Lost & Found – a purpose-built tabletop to mobile game series – to teach medieval religious legal systems. The series aims to broaden the discourse around religious legal systems and to counter popular depiction of these systems which often promote prejudice and misnomers. A central element is the importance of contextualizing religion in period and locale. The Lost & Found series uses period accurate depictions of material culture to set the stage for play around relevant topics – specifically how the law promoted collaboration and sustainable governance practices in Fustat (Old Cairo) in twelfth-century …
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 …
Acts Of Meaning, Resource Diagrams, And Essential Learning Behaviors: The Design Evolution Of Lost & Found, Owen Gottlieb, Ian Schreiber
Acts Of Meaning, Resource Diagrams, And Essential Learning Behaviors: The Design Evolution Of Lost & Found, Owen Gottlieb, Ian Schreiber
Articles
Lost & Found is a tabletop-to-mobile game series designed for teaching medieval religious legal systems. The long-term goals of the project are to change the discourse around religious laws, such as foregrounding the prosocial aspects of religious law such as collaboration, cooperation, and communal sustainability. This design case focuses on the evolution of the design of the mechanics and core systems in the first two tabletop games in the series, informed by over three and a half years’ worth of design notes, playable prototypes, outside design consultations, internal design reviews, playtests, and interviews.
Prosocial Religion And Games: Lost & Found, Owen Gottlieb, Ian Schreiber
Prosocial Religion And Games: Lost & Found, Owen Gottlieb, Ian Schreiber
Articles
In a time when religious legal systems are discussed without an understanding of history or context, it is more important than ever to help widen the understanding and discourse about the prosocial aspects of religious legal systems throughout history. The Lost & Found (www.lostandfoundthegame.com) game series, targeted for an audience of teens through twentysomethings in formal, learning environments, is designed to teach the prosocial aspects of medieval religious systems—specifically collaboration, cooperation, and the balancing of communal and individual/family needs. Set in Fustat (Old Cairo) in the 12th century, the first two games in the series address laws in Moses Maimonides’ …
Finding Lost & Found: Designer’S Notes From The Process Of Creating A Jewish Game For Learning, Owen Gottlieb
Finding Lost & Found: Designer’S Notes From The Process Of Creating A Jewish Game For Learning, Owen Gottlieb
Articles
This article provides context for and examines aspects of the design process of a game for learning. Lost & Found (2017a, 2017b) is a tabletop-to-mobile game series designed to teach medieval religious legal systems, beginning with Moses Maimonides’ Mishneh Torah (1180), a cornerstone work of Jewish legal rabbinic literature. Through design narratives, the article demonstrates the complex design decisions faced by the team as they balance the needs of player engagement with learning goals. In the process the designers confront challenges in developing winstates and in working with complex resource management. The article provides insight into the pathways the team …
Knowledge Management: Collaboration Versus Concentration In Open Plan Workspaces, John Walsh
Knowledge Management: Collaboration Versus Concentration In Open Plan Workspaces, John Walsh
Articles
This paper looks at the design of open-plan offices, particularly in relation to the impact ofspatial design on different work-modes. It briefly examines the history of the open plan office, lookingat how today’s typical open-plan workplace has evolved. It considers how workplaces can besuccessfully designed to facilitate the seemingly conflicting requirements of supporting both collaboration and concentration
Rhyme Or Reason:That Is The Question?, Jim Roche
Rhyme Or Reason:That Is The Question?, Jim Roche
Articles
Noting that “the aesthetic should not be limited merely to the way things look” the organisers of this conference sought “in part to address the discursive limitation in architecture and related subjects by broadening the aesthetic discourse beyond questions relating to purely visual phenomena in order to include those derived from all facets of human experience”.
So where does etchics come in? Well, the introductory brochure noted that most philosophical trained aestheticians will say that “the aesthetic is everything” hinting perhaps of the necessity for a more haptic experience of architecture. It also drew on Wittgenstein’s quote that “ethics and …
Climate Change And The Conservation Of Archaeological Sites: A Review Of Impacts Theory, Caithleen Daly
Climate Change And The Conservation Of Archaeological Sites: A Review Of Impacts Theory, Caithleen Daly
Articles
This article identifies the current state of knowledge in the literature regarding the possible impacts of future climatic change on archaeological sites and ensembles. Drawing on the literature review a matrix of potential impacts is collated to provide a simplified overview. This theoretical ‘menu’ is then tested by applying it to a vulnerability assessment of the World Heritage site of Skellig Michael in Ireland. The case study results reveal some knowledge gaps, particularly in regard to the impacts of climate change on buried archaeological remains.
Alternative Practice: Research In Architecture Colloquium, Noel Brady
Alternative Practice: Research In Architecture Colloquium, Noel Brady
Articles
Report on Colluquim on Architectural Research held at UCD in 2011. Also reporting on formation on AIARG representing architectural researchers on the Island of Ireland as well as introducing the first AIARG Annual Conference held at DIT in January 2012.
The Thinking Hand: Book Review, Jim Roche
The Thinking Hand: Book Review, Jim Roche
Articles
In this new book Juhani Pallasmaa continues his phenomenological exploration begun in ‘The Eyes of the Skin (2005)’, with the ‘Thinking Hand’ here proffered as a metaphor for his contention that all our senses, have innate imbedded crucial skills which help us perform the most basic daily tasks – and to create inspired works of art and architecture.