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Full-Text Articles in Arts and Humanities

Bi Design: Strategies For Fiction, Audrey T. Heffers Mar 2022

Bi Design: Strategies For Fiction, Audrey T. Heffers

Journal of Creative Writing Studies

How can bisexuality be represented in fiction in a way that is realistic and nuanced? This article presents five strategies of representing bisexuality in fiction, listed here as Implying, Demonstrating, Describing, Using Explicit Labels, and Having Conversations. These practical approaches highlight craft techniques that writers can implement in their own work. By articulating some of the ways in which bisexuality is already written in fiction, these strategies provide tools for writers to write bisexuality in ways that work against common stereotypes. These strategies are presented through an interdisciplinary lens, primarily relying upon Creative Writing Studies, …


Give Me Liberty Or Give Me (Double) Consciousness: Literacy, Orality, Print, And The Cultural Formation Of Black American Identity In Harriet Jacobs’S Incidents In The Life Of A Slave Girl And Octavia Butler’S Kindred, Aisha Matthews Jun 2021

Give Me Liberty Or Give Me (Double) Consciousness: Literacy, Orality, Print, And The Cultural Formation Of Black American Identity In Harriet Jacobs’S Incidents In The Life Of A Slave Girl And Octavia Butler’S Kindred, Aisha Matthews

Third Stone

While literacy may have signified the humanity of male slaves in the antebellum South (at least in their own view), the English language and American print culture did not similarly empower female slaves towards positive subject-formation through discourse. This article will examine the tension between oral culture and print culture in Harriet Jacobs’s Incidents in the Life of a Slave Girl and Octavia Butler’s Kindred. Ultimately, an analysis of Jacobs’s work through the lens of book history and its power to shape cultural formation will suggest a critical imperative for the contemporary neo-slave narrative genre.

Accordingly, the agency of contemporary …


Looking While Reading I, Ii, Iii, Sarah Minor Mar 2021

Looking While Reading I, Ii, Iii, Sarah Minor

Journal of Creative Writing Studies

This article introduces the term “visual essay” by tracing the genre’s history through the concrete poetry movement and the rise of the lyric essay. In describing the aims of visual essays, Minor distinguishes between “illustrative” and “non-illustrative” shaped texts, and suggests connections between “non-illustrative” examples and the aims of “Intersectional Form,” a term coined by scholar Jen Soriano.


Annotated Bibliography - Grace Jones, Slave To The Rhythm, Bennett Brazelton Sep 2020

Annotated Bibliography - Grace Jones, Slave To The Rhythm, Bennett Brazelton

Third Stone

Annotated Bibliography entry for Grace Jones' album, Slave to the Rhythm (1985).


Whose Line Is It, Anyway?: Doing Harm In Disability Memoir, Teresa Milbrodt Mar 2020

Whose Line Is It, Anyway?: Doing Harm In Disability Memoir, Teresa Milbrodt

Journal of Creative Writing Studies

This paper examines disability memoirs, and the author's responsibility to their community versus their personal story. While telling stories of disability can be a means of sharing one's truth, authors may be wrongly interpreted as speaking for a diverse community of individuals, or they may do harm to other disabled people by devaluing an entire group. Some memoirsts have avoided this potential for harm by expanding their notions of disability and community to embrace intersectionality, but it is vital to read a wide variety of disability memoirs to gain this complex picture.


Jewish Time Jump: New York, Owen Gottlieb Nov 2019

Jewish Time Jump: New York, Owen Gottlieb

Articles

Jewish Time Jump: New York (Gottlieb & Ash, 2013) is a place-based mobile augmented reality game and simulation that takes the form of a situated documentary. Players take on the role of time traveling reporters tracking down a story “lost to time” to bring back to their editor at the Jewish Time Jump Gazette. The game is played in Washington Square Park in Greenwich Village, New York City. Players’ iPhones become their time traveling device and companion. Based on the player’s GPS location, players receive digital images from their location from over a hundred years in the past as well …


More Than Skin-Deep: Reading Past Whiteness In Hemingway’S “Hills Like White Elephants”, Laura Valeri Oct 2018

More Than Skin-Deep: Reading Past Whiteness In Hemingway’S “Hills Like White Elephants”, Laura Valeri

Journal of Creative Writing Studies

The author argues a much neglected element in the seminal Hemingway's story "Hills Like White Elephant." Reading the story by taking into context a subtext of racial bias lends new interpretation to the story.


New Design Principles For Mobile History Games, Owen Gottlieb Jun 2017

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 May 2017

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 Jan 2017

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 …