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Full-Text Articles in Art and Design

Isocrates's Place In Postmodern Advertising, Christopher Barkley May 2022

Isocrates's Place In Postmodern Advertising, Christopher Barkley

Electronic Theses and Dissertations

This study in communication and rhetoric seeks to ascertain constructive applications for distinct advertising practices by examining Isocrates’s work and place in postmodern advertising. The focus uses 5 principles known to Isocrates which are: 1) commonwealths of households, 2) integration of reputation, elegance, substance and style, 3) education and public discourse, 4) phronesis and praxis, and 5) truth and verisimilitude. These 5 principles can form a constructive and practical advertising approach. This study is important. It examines Isocrates through the lens of advertising and extends the research done about him by leading Isocrates scholars who have looked primarily at his …


Where Do I Belong In The United States Public School System?, Christiana R. Becker May 2022

Where Do I Belong In The United States Public School System?, Christiana R. Becker

Electronic Theses and Dissertations

I seek to inquire about the world as it relates to my identity as a first generation descent of the Penobscot tribe living in the United States by utilizing four methodologies in my research: life histories/autobiographies, narrative inquiry, a/r/tography and practice-based and practice-led. Through coupling my artistic practice with those four methodologies I am able to creatively show the information I have unearthed in hopes that others will benefit from a fresh and augmented understanding of what it historically and culturally means to be a part of a community that makes up a very small percentage of the United States …


Shifting Sands., Rachid Tagoulla May 2021

Shifting Sands., Rachid Tagoulla

Electronic Theses and Dissertations

Shifting Sands is a re-exploration of the presentation of North Africans in colonial postcards, an examination of identity, and a critique of the modern Western museum. Since the inception of photography, colonizers used this medium- especially in the form of postcards- to categorize and exoticize Eastern peoples in order to more easily subjugate them. Shifting Sands is a series of reconstructed colonial postcards which challenges colonial-era stereotypes of North African peoples. The colonial gaze, represented by the camera lens, is subverted through a lensless image-making process in which sand is used to remove the subject from the colonial gaze and …


Gamification: Badges And Feedback, Brian Macon May 2019

Gamification: Badges And Feedback, Brian Macon

Electronic Theses and Dissertations

Gamification, the implementation of game elements in a non-game context, is a rapidly growing field of research. One element of gamification that has experienced a rapid growth in popularity is the use of digital badges. Despite widespread adoption in educational settings, there are still gaps in the understanding of their effects on motivation, engagement, learning, and other factors. Furthermore, feedback delivered through badges can include a symbolic reward for successful completion of a task, providing a credential for gaining a skill, or acknowledging mastery of a particular piece of knowledge. This study implemented digital badges in online courses at a …


Liminal Surfaces, Georgina E. Grenier Aug 2017

Liminal Surfaces, Georgina E. Grenier

Electronic Theses and Dissertations

The poet Ben Okri wrote: “Stories are the secret reservoir of values: change the stories individuals and nations live by and tell themselves, and you change the individuals and nations.” (Stibbe)

In the early 21st Century we are facing numerous environmental problems that are being caused by human activity. This era is termed the Anthropocene , a time when accumulated pollutants are causing detrimental ecological change. Ocean creatures are threatened by increasing seawater temperature, acidifying pH levels and melting ice. On land we are experiencing droughts, alteration of biomes, extinctions and an atmosphere that contains less oxygen per breath than …


School Has A Bad Storyline: Gamification In Educational Environments, Irene L. Pynn Jan 2017

School Has A Bad Storyline: Gamification In Educational Environments, Irene L. Pynn

Electronic Theses and Dissertations

School often has low engagement and frustrating or absent options for the kind of agency the Federal Government's 2016 National Education Technology Plan now recommends educators include in their curriculum. Video games offer opportunities for people to participate in critical problem solving through creative projects. From balancing character statistics, to collaborating with other players, to making ethical and tactical decisions that can change the outcome of the story, successful games draw on the player's interest in learning and analyzing numbers, locations, visual clues, narrative elements, people, and more. One useful example may be found in visual novels (VNs), a medium …


Ar Physics: Transforming Physics Diagrammatic Representations On Paper Into Interactive Simulations., Yao Zhou Jan 2014

Ar Physics: Transforming Physics Diagrammatic Representations On Paper Into Interactive Simulations., Yao Zhou

Electronic Theses and Dissertations

A problem representation is a cognitive structure created by the solver in correspondence to the problem. Sketching representative diagrams in the domain of physics encourages a problem solving strategy that starts from 'envisionment' by which one internally simulates the physical events and predicts outcomes. Research studies also show that sketching representative diagrams improves learner's performance in solving physics problems. The pedagogic benefits of sketching representations on paper make this traditional learning strategy remain pivotal and worthwhile to be preserved and integrated into the current digital learning landscape. In this paper, I describe AR Physics, an Augmented Reality based application that …


Digital Interactive Games For Assessment: A Study Of The Effectiveness Of A Digital Game As A Measure Of Students' Understanding Of Boolean Logic, Mohammad Ali Haji Jan 2014

Digital Interactive Games For Assessment: A Study Of The Effectiveness Of A Digital Game As A Measure Of Students' Understanding Of Boolean Logic, Mohammad Ali Haji

Electronic Theses and Dissertations

Digital games have been used mostly for entertainment but recently researchers have started to use digital games in other areas such as education and training. Researchers have shown that digital games can provide a compelling, creative, and collaborative environment for learning. However, the popularity of computers and the Internet brings this question to mind: Are the assessment methods falling behind and remaining traditional? Will the traditional methods of learning and knowledge assessment be sufficient for this new generation who are starving for new technology? This study investigates the effectiveness of using a digital interactive game as an assessments method - …


Adventures In The Classroom Creating Role-Playing Games Based On Traditional Stories For The High School Curriculum, Csenge Virág Zalka Aug 2012

Adventures In The Classroom Creating Role-Playing Games Based On Traditional Stories For The High School Curriculum, Csenge Virág Zalka

Electronic Theses and Dissertations

The goal of this thesis is to develop a template for turning traditional stories into role-playing games for the high school curriculum. By developing 3 sample games based on Greek mythology, Arthurian legends, and a widespread folktale type, I explored the process of creating games that fit the limits of secondary classrooms and can be used to address specific educational standards. The sample games were tested with groups of high school and college students, and the results of the testing sessions evaluated in a narrative case study format. Feedback from the testing sessions was incorporated in the template, the final …


An Exploratory Comparative Study Of Students' Thinking In Arts Classrooms, Delane Ingalls Vanada Jan 2010

An Exploratory Comparative Study Of Students' Thinking In Arts Classrooms, Delane Ingalls Vanada

Electronic Theses and Dissertations

To be successfully intelligent in the 21st century, students must be able to think well in at least three ways: creatively, critically, and practically, with complexity and wisdom. The purpose of this research was to explore the differences in middle school students' quality of thinking in arts classrooms that are designed to be learner centered to a greater or lesser degree. Classroom environments which foster balanced intelligence in analytical, creative, and practical ways toward depth of understanding were the focus of this study. A better understanding of the impact of learner-centered environments on students' perceptions of their learning and understanding …


Game Assessment For Miltary Application, Patricia Mcneese Jan 2009

Game Assessment For Miltary Application, Patricia Mcneese

Electronic Theses and Dissertations

The primary purpose of conducting this research was to establish game assessment guidelines and characteristics for integrating elected characteristics of games into ongoing instructional approaches. The cost of repurposing commercial-off-the-shelf (COTS) games could offer a considerably lower cost alternative than the cost of creating a new instructional game developed for a specific instructional goal. The McNeese Game Assessment Tool (MGAT), created for the assessment of games in this usability study, is currently in a beta stage and was found to have potential for future game assessment. The overall assessment indicated that the tool was effective in analyzing game products for …


Recreational Technology And Its Impact On The Learning Development Of Children Ages 4-8: A Meta-Analysis For The 21st Century Cl, Joey Templeton Jan 2007

Recreational Technology And Its Impact On The Learning Development Of Children Ages 4-8: A Meta-Analysis For The 21st Century Cl, Joey Templeton

Electronic Theses and Dissertations

This research focuses on technology (specifically video games and interactive software games) and their effects on the cognitive development of children ages 4-8. The research will be conducted as a meta-analysis combining research and theory in order to determine if the educational approach to this age group needs to change/adapt to learners who have been affected by this technology. I will focus upon both the physical and mental aspects of their development and present a comprehensive review of current educational theory and practice. By examining current curriculum goals and cross-referencing them to research conducted in fields other than education (i.e. …


Designers' Perceptions Of Interdisciplinary Design Education., Timothy D. Dolan Aug 2003

Designers' Perceptions Of Interdisciplinary Design Education., Timothy D. Dolan

Electronic Theses and Dissertations

The perceived value of interdisciplinary design among designers and the application of the design process was investigated. The research was designed to determine if interdisciplinary design was perceived to be beneficial to practitioners and educators. An 11-item survey was produced by the researcher and consisted of general demographic information, undergraduate education and training, and the benefits of interdisciplinary design. The sample was composed of representatives of the top 100 interior design firms of 2003 and members of the Interior Design Educators Council (IDEC). Respondents indicated training in Architecture, Graphic Design, Interior Design, and Industrial/Product Design, with Architecture and Interior Design …