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Full-Text Articles in Art and Design

Narrative World Building: Creative Applications For Gamification In Study Abroad, Ashley Lear Feb 2024

Narrative World Building: Creative Applications For Gamification In Study Abroad, Ashley Lear

Publications

This study examined a cohort of 12 study abroad participants taking a course on video game topography and narrative in Salamanca, Spain, to determine how inhabiting and co-creating narrative worlds as part of the coursework might impact the experiences of the students inside and outside of the classroom as they engaged in mandated and optional cultural engagement activities, such as museum tours and excursions to historical sites. Students completed two gameful learning activities: 1) they co-created their own narrative game world in a group game proposal assignment drawing upon research from storytelling through game environments, and 2) they created independent …


Playing To Grow. Roundtable Interview On Games, Education, And Character, Owen Gottlieb, Matthew Farber, Paul Darvasi Dec 2023

Playing To Grow. Roundtable Interview On Games, Education, And Character, Owen Gottlieb, Matthew Farber, Paul Darvasi

Articles

In this roundtable interview moderated by Paul Darvasi, lecturer at the University of Toronto and co-founder of Gold Bug Interactive, Owen Gottlieb and Matthew Farber discuss research and practice at the intersection of religion, character education, and games in schools. Gottlieb is an associate professor at the Rochester Institute of Technology, founder and lead faculty at the Initiative in Religion, Culture, and Policy at the MAGIC center, and founder and director of the Interaction, Media, and Learning Lab at RIT, where he specializes in interactive media, learning, religion, and culture. Farber is an associate professor of educational technology and coordinator …


Origami Club - A Gateway Into The Art Of Self Expression, Minjae Song, Noah Vincent Rachwitz Apr 2023

Origami Club - A Gateway Into The Art Of Self Expression, Minjae Song, Noah Vincent Rachwitz

Honors Expanded Learning Clubs

The Nebraska Honors Program's Origami Club is an engaging platform for 3rd-5th graders that uses the fascinating Japanese art of origami to create a rich, interactive learning environment. Under the guidance of experienced instructors Minjae Song and Noah Rachwitz, and supplemented with YouTube tutorials, the club facilitates a captivating journey from simple projects to complex designs, skillfully developing each student's creativity, teamwork, and problem-solving capabilities. Each session is planned meticulously to ensure an immersive experience, starting with anticipation-building project reveals and culminating in the production of personal origami masterpieces. As a hands-on club, students are encouraged to question, explore, assist …


Special Collections As Muse: The Use Of Rare Books And Archives To Inspire Creative Works, Tracy Grimm, Adriana Harmeyer Jan 2023

Special Collections As Muse: The Use Of Rare Books And Archives To Inspire Creative Works, Tracy Grimm, Adriana Harmeyer

Faculty & Staff Scholarship

The unique and varied collections held by archives and special collections within many academic libraries offer fertile ground for the creative endeavors of students, faculty, and professional artists. This chapter explores direct and indirect methods librarians and archivists may engage creators with primary source materials. Academic libraries do not necessarily need to build art-focused collections in order to support the research of creators. More than subject content, successful engagement with creators is developed by means of collaborative relationships with arts faculty, artists, and galleries to reach student creators and introduce concepts of primary source research as a source of inspiration. …


A Peer Review Of Product Design Visualization, Ides 416|816, Aziza Cyamani Jan 2023

A Peer Review Of Product Design Visualization, Ides 416|816, Aziza Cyamani

UNL Faculty Course Portfolios

This portfolio explores a new course on product design visualization introduced in the product design minor program at the University of Nebraska-Lincoln. Due to the nature of the diverse student group pursuing the minor program, this course adapts flexible teaching and assessment methods that foster inclusivity and enrichment.


Minecrafting Bar Mitzvah: Two Rabbis Negotiating And Cultivating Learner-Driven Inclusion Through New Media., Owen Gottlieb Oct 2020

Minecrafting Bar Mitzvah: Two Rabbis Negotiating And Cultivating Learner-Driven Inclusion Through New Media., Owen Gottlieb

Articles

In 2013, a boy with special needs used the video game Minecraft to deliver the sermon at his bar mitzvah at a Reform synagogue, an apparently unique ritual phenomenon to this day. Using a narrative inquiry approach, this article examines two rabbis’ negotiations with new media, leading up to, during, and upon reflection after the event. The article explores acceptance, innovation, and validation of new media in religious practice, drawing on Campbell’s (2010) framework for negotiation of new media in religious communities. Clergy biography, philosophy, and institutional context all impact the negotiations with new media. By providing context of a …


Designing Analog Learning Games: Genre Affordances, Limitations And Multi-Game Approaches, Owen Gottlieb, Ian Schreiber Sep 2020

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 …


Designing A Toolbox To Improve Creative Output: A Guide For Cultivating Critical, Creative, And Conceptual Thinking Skills In An Increasingly Distracted Society, Cara Tuttle May 2020

Designing A Toolbox To Improve Creative Output: A Guide For Cultivating Critical, Creative, And Conceptual Thinking Skills In An Increasingly Distracted Society, Cara Tuttle

Critical and Creative Thinking Capstones Collection

Frequent digital distractions can hamper undergraduate design students’ ability to perform the kind of deeper level thinking needed for creative problem solving and creative output, yet there are tools that can help students focus on the present and delve deeper into their creative work. This paper focuses on the details of a pedagogical toolbox created for educators of undergraduate design students to target critical thinking, creative thinking, and conceptual thinking (the 3Cs) in order to improve creative output. I explain how critical, creative, and conceptual thinking work holistically to develop and promote creative output. By demonstrating 3Cs tools and activities, …


Engagement And Computational Thinking Through Creative Coding, Dana Hoppe Apr 2020

Engagement And Computational Thinking Through Creative Coding, Dana Hoppe

Honors Theses

Rising enrollments in Computer Science pose an opportunity to engage students from diverse backgrounds and interests; and a challenge to deliver on positive learning outcomes. While student engagement is the driving factor for increased learning performance and retention, it has been declining to new lows for Computer Science students in recent years. In order to further explore the potential of contextualized computing as a tool for increasing engagement in computing and developing Computational Thinking aptitude in students, we have developed an introductory computing course contextualized with Art and Design with modules centered around guiding pedagogical principles and aimed at middle …


Works In Process - Scholar Edition, Pablo Galindo Aragon, George Garrastegui Jr. May 2019

Works In Process - Scholar Edition, Pablo Galindo Aragon, George Garrastegui Jr.

Publications and Research

The creative field revolves around many professions. Creatives share a lot of common themes that are part of their process. It is with these themes that we establish a more impact way to listen to a podcast. Reviewing and breaking episodes up into chapters can effectively guide a student, aka a Scholar, in their path to establishing a creative career.Some of the most powerful ways to get ahead in the creative field is by networking, and obtaining valuable knowledge from other creatives. Gathering this information and making these connections can be quite the task. Not all young creatives are aware …


The Pedagogy Of Design And Technology At Xavier University Of Louisiana, New Orleans, Shayna Tova Blum Apr 2019

The Pedagogy Of Design And Technology At Xavier University Of Louisiana, New Orleans, Shayna Tova Blum

Faculty and Staff Publications

Abstract. Xavier University of Louisiana (XULA) is a Science, Technology, Engineering, and Mathematics (STEM) university located in New Orleans, Louisiana. As a Historically Black University (HBCU), the university serves a diverse community of students in which many are first-generation, college graduates. Students enrolled in Design courses at XULA are studying in Bachelor of Science and Bachelor of Art programs and majoring in subjects such as Computer Science, Physics, Mass Communication, Art, Business, and Science. The interdisciplinary student environment offers a unique opportunity for collaboration and peer learning, whereby students are able to share diverse perspectives on a topic by relating …


Teacherless: The Futures Of Design Education, Andrew Hladkyj Apr 2019

Teacherless: The Futures Of Design Education, Andrew Hladkyj

Publications and Scholarship

With the ever-growing disruption of education by technology and the trend toward self-directed and autonomous learning, how might we reimagine legacy postsecondary design education in a “teacherless” society? Through a human-centred examination of today’s educational environment, this Major Research Project (MRP) derives 20 aspirational motivations at the heart of an independent

learning model. It reframes the disconnect between design academia and industry using an ’80s computer game and a Greek myth as fresh paradigms to uncover the value of strategic partnership, addictive learning, and platform-agnostic foundational training in preparing post-secondary design education for the future. This research offers four alternative …


How Participation In The Arts Impacts Learning Comprehension For High School Students During Stem Coursework At Two High Schools In Southwest Florida: A Case Study, Tiffany Lynn Jennings Apr 2019

How Participation In The Arts Impacts Learning Comprehension For High School Students During Stem Coursework At Two High Schools In Southwest Florida: A Case Study, Tiffany Lynn Jennings

Doctoral Dissertations and Projects

The purpose of this case study was to understand how participation in the arts impacts Science, Technology, Engineering, and Mathematics (STEM) coursework for students at two Southwest Florida High Schools. Within the context of the study, the term “arts’ was used to collectively refer to all visual and performing arts courses, including painting, drawing, graphic arts, two-dimensional and three-dimensional, music, and theatre. Studies show that in order to be innovative, students need to have the experiences that the arts can foster in the right side of the brain, the side associated with creativity (Eisner, 2002). I chose a case study …


Re-Playing Maimonides’ Codes: Designing Games To Teach Religious Legal Systems, Owen Gottlieb Oct 2018

Re-Playing Maimonides’ Codes: Designing Games To Teach Religious Legal Systems, Owen Gottlieb

Articles

Lost & Found is a game series, created at the Initiative for

Religion, Culture, and Policy at the Rochester Institute of

Technology MAGIC Center.1 The series teaches medieval

religious legal systems. This article uses the first two games

of the series as a case study to explore a particular set of

processes to conceive, design, and develop games for learning.

It includes the background leading to the author's work

in games and teaching religion, and the specific context for

the Lost & Found series. It discusses the rationale behind

working to teach religious legal systems more broadly, then

discuss the …


The Lost & Found Game Series: Teaching Medieval Religious Law In Context, Owen Gottlieb, Ian Schreiber Aug 2018

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 …


Transitioning From The Mls To The Mld: Integrating Design Thinking And Philosophy Into Library And Information Science Education, Rachel I. Clarke, Steven Bell Jan 2018

Transitioning From The Mls To The Mld: Integrating Design Thinking And Philosophy Into Library And Information Science Education, Rachel I. Clarke, Steven Bell

School of Information Studies - Faculty Scholarship

Purpose

As change creates more uncertainty for library practitioners, graduate library education needs to explore how to best prepare students to manage ambiguity through new approaches to identifying and solving challenging problems. We advocate for incorporating design into graduate library education.

Design/Methodology/Approach

First, we discuss the need for a design approach to librarianship. We then introduce the nature of design thinking and philosophy, and discuss the ways in which it is already present in librarianship. We review past developments and recent trends with a special focus on the ways in which design thinking, methods, and philosophies are (or are not) …


Your Iphone Cannot Escape History, And Neither Can You: Self-Reflexive Design For A Mobile History Learning Game, Owen Gottlieb Jan 2018

Your Iphone Cannot Escape History, And Neither Can You: Self-Reflexive Design For A Mobile History Learning Game, Owen Gottlieb

Articles

This chapter focuses on the design approach used in the self-reflexive finale of the mobile augmented reality history game Jewish Time Jump: New York. In the finale, the iOS device itself and the player using it are implicated in the historical moment and theme of the game. The author-designer-researcher drew from self-reflexive traditions in theater, cinema, and nonmobile games to craft the reveal of the connection between the mobile device and the history that the learners were studying. Through centering on this particular design element, the author demonstrates how self-reflexivity can be deployed in a mobile learning experience to …


Statefulness And Tangible Interaction In Design Education, Alex Lobos, Tim J. Wood Aug 2017

Statefulness And Tangible Interaction In Design Education, Alex Lobos, Tim J. Wood

Presentations and other scholarship

Interaction in Industrial Design is expanding from tangible realms to intangible digital experiences. In this new environment, Interaction Design provides logical sequences and behaviors that allow users to easily navigate through complex workflows. This paper discusses a framework in which interaction design provides an innovative approach to traditional industrial design. This includes the concept of ‘statefulness’, where the dynamic changes of complex systems are broken down into states that can be defined and manipulated in order to achieve a desired user experience. This framework goes beyond having physical components of a product control digital interfaces and develops experiences that jump …


Delivering Design Fundamentals Using Relevant Learning Theories In The Delivery Of An Interior Design Project At Third Level, Tracey Dalton Jun 2017

Delivering Design Fundamentals Using Relevant Learning Theories In The Delivery Of An Interior Design Project At Third Level, Tracey Dalton

Articles

This is a reflection on teaching practice, focussing on design process in a BA Honours in Design – Interior and Furniture, in Dublin Institute of Technology (DIT). An intrinsic case study approach (Stake 1995) was taken for this research, which focussed on the use of the learning theories in the delivery of an undergraduate interior design project brief. A third year commercial office design project has been used to assess teaching and learning styles. This article will show that, in terms of delivery, in a typical third level interior design project in DIT, the process incorporates all of the learning …


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 …


Lost & Found, Owen Gottlieb, Ian Schreiber, Kelly Murdoch-Kitt Jan 2017

Lost & Found, Owen Gottlieb, Ian Schreiber, Kelly Murdoch-Kitt

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 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 in our pluralist democracy.

The first game in the series is a strategy game called Lost & …


Medulla: A 2d Sidescrolling Platformer Game That Teaches Basic Brain Structure And Function, Joey R. Fanfarelli, Stephanie Vie Sep 2015

Medulla: A 2d Sidescrolling Platformer Game That Teaches Basic Brain Structure And Function, Joey R. Fanfarelli, Stephanie Vie

Faculty Scholarship and Creative Works

This article explores the design and instructional effectiveness of Medulla, an educational game meant to teach brain structure and function to undergraduate psychology students. Developed in the retro-style platformer genre, Medulla uses two-dimensional gameplay with pixel-based graphics to engage students in learning content related to the brain, information which is often pre-requisite to more rigorous psychological study. A pretest posttest design was used in an experiment assessing Medulla’s ability to teach psychology content. Results indicated content knowledge was significantly higher on the posttest than the pretest, with a large effect size. Medulla appears to be an effective learning tool. These …


Closing The Knowledge Gap Between Virtual Design And Product Manufacturing : Using 3d Printing For The Ninth Grade, Jeremiah D. Cooper Jan 2015

Closing The Knowledge Gap Between Virtual Design And Product Manufacturing : Using 3d Printing For The Ninth Grade, Jeremiah D. Cooper

Graduate Research Papers

This action research investigates the impact of using 3D printing for a Technology Education course in a ninth grade classroom in general, and the effectiveness of students' ability to connect virtual design and manufacturing concepts in particular. There is a current gap in 3D printing research involving the link between designing products virtually using CADD software and the manufacturing processes necessary to create real life products. This action research attempts to fill the current research gap between computer-aided design and product manufacturing for ninth grade students.

Within the three weeks of this experimental design research, as a teacher who teaches …


E-Volving Information Literacy Tutorials With E-Maginative And E-Ngaging Design, Damecia Donahue, Axa Liauw, Rebeca Peacock, Jill Wurm May 2014

E-Volving Information Literacy Tutorials With E-Maginative And E-Ngaging Design, Damecia Donahue, Axa Liauw, Rebeca Peacock, Jill Wurm

Library Scholarly Publications

Presentation on May 22nd, 2014, at The Workshop for Instruction in Library Use (WILU), at Western University, Ontario, Canada.


Benefits Of Video Presentations In Product Design, Alex Lobos Dec 2013

Benefits Of Video Presentations In Product Design, Alex Lobos

Articles

Product Design uses a human-centered process to develop solutions that solve unmet user needs. Because of the sequential nature of this activity, final designs are often presented in printed process books or digital slideshows, which visually communicate the development of the solution from start to finish rather than focusing just on the final result. Storytelling is a key element to consider when creating these process books in order to communicate the design solution as well as where it came from. An alternative to these presentations is the use of short videos, which offer the advantage of communicating the design process …


Merging Creative Design And Cad Learning Activities In A Product Design Programme, Pearl O'Rourke, Colm O'Kane, Leslie Smith, Michael Ring Sep 2013

Merging Creative Design And Cad Learning Activities In A Product Design Programme, Pearl O'Rourke, Colm O'Kane, Leslie Smith, Michael Ring

Conference Papers

Traditional learning and teaching methods for creativity differ from those used in a scientific context. Although the creative process can benefit from a certain level of prescription and structural constraint - with time allocated to research, problem definition, conceptualisation and idea development - flexibility and fluidity are necessary for creative innovation. In contrast, the more linear and rigid pedagogies associated with science and engineering education facilitate efficient learning of subjects such as those based on software packages, manufacturing and materials theory or mechanics. This paper describes the development of a project which aims to establish constructive links between the learning …


Developing An Interdisciplinary Digital Media Studies Minor, Emilie Zaslow, Ruth D. Johnston Jul 2013

Developing An Interdisciplinary Digital Media Studies Minor, Emilie Zaslow, Ruth D. Johnston

Cornerstone 1 Reports : Expansion and Enhancements of the Thinkfinity Platform

No abstract provided.


Exhibit Curriculum For Condition: My Place Our Longing (Lesson 1 Of 2), Sarah Aponte, Dania Diaz Jan 2013

Exhibit Curriculum For Condition: My Place Our Longing (Lesson 1 Of 2), Sarah Aponte, Dania Diaz

Open Educational Resources

Exhibit curriculum for the CUNY Dominican Studies Institute exhibit, Condition: My Place Our Longing.

The exhibit highlights the work of two young Dominican immigrant artists living in New York: Julianny Ariza and Leslie Jiménez and showcases original pieces produced between 2011 and 2012 that explore the subject of living in between two worlds, and other conditions of living.


Exhibit Curriculum For Condition: My Place Our Longing (Lesson 2 Of 2), Sarah Aponte, Dania Diag Jan 2013

Exhibit Curriculum For Condition: My Place Our Longing (Lesson 2 Of 2), Sarah Aponte, Dania Diag

Open Educational Resources

Exhibit curriculum for the CUNY Dominican Studies Institute exhibit, Condition: My Place Our Longing.

The exhibit highlights the work of two young Dominican immigrant artists living in New York: Julianny Ariza and Leslie Jiménez and showcases original pieces produced between 2011 and 2012 that explore the subject of living in between two worlds, and other conditions of living.


Defining Industry Expectations And Misconceptions Of Art And Technology Co-Creativity, Vanessa C. Brasfield Apr 2012

Defining Industry Expectations And Misconceptions Of Art And Technology Co-Creativity, Vanessa C. Brasfield

Department of Computer Graphics Technology Degree Theses

The primary purpose of this study was to establish whether or not students and industry professionals share the same views about what students should be learning in animation education, what skills are necessary, and whether or not students graduating with a bachelor’s degree would be adequately prepared for an entry level position. To establish where misconceptions lie, surveys were issued to three groups: undergraduate students, post-graduate students, and industry professionals. These surveys were then analyzed using paired t-test for validation and question relevance, and ANOVA models to establish whether or not groups shared viewpoints. These data established significance within the …