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Full-Text Articles in Arts and Humanities
The Lost & Found Game Series: Teaching Medieval Religious Law In Context, Owen Gottlieb, Ian Schreiber
The Lost & Found Game Series: Teaching Medieval Religious Law In Context, 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. The Lost & Found 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 in our pluralist democracy. The first game in the series is a strategy game called Lost & Found …
New Design Principles For Mobile History Games, Owen Gottlieb
New Design Principles For Mobile History Games, Owen Gottlieb
Presentations and other scholarship
This study draws on design-based research on an ARIS–based mobile augmented reality game for teaching early 20th century history. New design principles derived from the study include the use of supra-reveals, and bias mirroring. Supra-reveals are a kind of foreshadowing event in order to ground historical happenings in the wider enduring historical understanding. Bias mirroring refers to a nonplayer character echoing back a player’s biased behavior, in order to open the player to listening to alternative perspectives. Supra-reveals engendered discussion of historical themes early in the game experience. The results showed that use of a cluster of NPC bias mirroring …
Time Travel, Labour History, And The Null Curriculum: New Design Knowledge For Mobile Augmented Reality History Games, Owen Gottlieb
Time Travel, Labour History, And The Null Curriculum: New Design Knowledge For Mobile Augmented Reality History Games, Owen Gottlieb
Articles
This paper presents a case study drawn from design-based research (DBR) on a mobile, place-based augmented reality history game. Using DBR methods, the game was developed by the author as a history learning intervention for fifth to seventh graders. The game is built upon historical narratives of disenfranchised populations that are seldom taught, those typically relegated to the 'null curriculum'. These narratives include the stories of women immigrant labour leaders in the early twentieth century, more than a decade before suffrage. The project understands the purpose of history education as the preparation of informed citizens. In paying particular attention to …
Design-Based Research Mobile Gaming For Learning Jewish History, Tikkun Olam, And Civics, Owen Gottlieb
Design-Based Research Mobile Gaming For Learning Jewish History, Tikkun Olam, And Civics, Owen Gottlieb
Articles
How can Design-Based Research (DBR) be used in the study of video games, religious literacy, and learning? DBR uses a variety of pragmatically selected mixed methods approaches to design learning interventions. Researchers, working with educators and learners, design and co-design learning artifacts and environments. They analyze those artifacts and environments as they are used by educators and learners, and then iterate based on mixed methods data analysis. DBR is suited for any "rich contextualized setting in which people have agency." (Hoadley 2013) such as formal or informal learning environments.
The case covered in this chapter is a mobile Augmented Reality …
Spanning Boundaries To Identify Archival Literacy Competencies, Sharon A. Weiner, Sammie L. Morris, Lawrence J. Mykytiuk
Spanning Boundaries To Identify Archival Literacy Competencies, Sharon A. Weiner, Sammie L. Morris, Lawrence J. Mykytiuk
Libraries Faculty and Staff Presentations
This paper is a report of a collaborative research project that identified the competencies undergraduate history majors should have related to finding and using archival materials. The boundary-spanning collaboration involved archivists, librarians, and history faculty.
Historians have long relied upon archives as essential source material, and recent studies confirmed the continued significance of archives to research in this field. However, there is no detailed listing of the archival research competencies that college history students should attain. Without a clearly defined list upon which history faculty, archivists, and library liaisons to history departments agree, teaching about archives research is difficult and …
The Impact Of Multimedia And Redundancy On The Efficiency Of History Presentations, Adam Leach
The Impact Of Multimedia And Redundancy On The Efficiency Of History Presentations, Adam Leach
Doctoral Dissertations and Projects
The use of educational technology to create classroom presentations is already commonplace in American history classes. Therefore, this study focuses on how multimedia presentations can promote efficient instruction specifically, can the employment of the multimedia and redundancy principles (Mayer, 2009) improve the efficiency of student learning in high school history. The goal is to identify methods of multimedia presentation design that maximize the efficiency of instruction, as a gap in literature exists when referencing the performance of adolescents in a public high school and in the study of history. Keeping the focus on efficient learning, this study uses a quasi-experimental …
Research Supporting Technology Education- Task Force 2.4 Final Report, Philip A. Reed, Jim Carlson, Fred Figliano, Hal Harrison, Hyuksoo Kwon, Johnny Moye, Phyllis Opare, John M. Ritz, Roger Skophammer, John Wells
Research Supporting Technology Education- Task Force 2.4 Final Report, Philip A. Reed, Jim Carlson, Fred Figliano, Hal Harrison, Hyuksoo Kwon, Johnny Moye, Phyllis Opare, John M. Ritz, Roger Skophammer, John Wells
STEMPS Faculty Publications
(First paragraph) ITEA's Board of Directors convened a task force in 2006 to identify research on technology teaching and learning. The resulting database is designed to help teachers, supervisors, and anyone that needs to show research support for technology education. The research was compiled by the following task force members: