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Articles 1 - 10 of 10
Full-Text Articles in Interactive Arts
Internet Art: An Interactive Timeline Resource, Laurel Vaccaro
Internet Art: An Interactive Timeline Resource, Laurel Vaccaro
Masters Theses, 2020-current
Link to Interactive Timeline Resource (ITR): https://sites.google.com/view/itr-internet-art/home
The purpose of this study was to first collect and summarize the history of internet art from its inception to current day and, second, to create an interactive timeline resource (ITR) designed for K-12 art application. Current approaches to internet art include recommendations that students engage with social media in the K-12 setting, yet gaps in the literature have neglected to address the actual history of internet art as a feature of a student’s K-12 art experiences. Initial research started from a preliminary hypothesis that highlighted the irony of students using the internet …
Physical To Virtual: A Model For Future Virtual Classroom Environments, Stephen J. Fink
Physical To Virtual: A Model For Future Virtual Classroom Environments, Stephen J. Fink
Masters Theses
Virtual reality is a technology that has seen unprecedented growth since the turn of the century with increasing applications within business, entertainment, and educational applications. As virtual reality technologies continue to develops and markets expand, the world may see an increased demand for virtual classrooms: virtual environments (VEs) that students may access through immersive virtual reality technologies to receive guided instruction, conduct simulations, or perform tasks typical in a classroom setting. While many studies document how virtual reality is beneficial to educational processes, there is little discussion on how virtual environments should be architecturally designed. Thus one may hypothesize that …
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 …
Re-Playing Maimonides’ Codes: Designing Games To Teach Religious Legal Systems, Owen Gottlieb
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 …
Statefulness And Tangible Interaction In Design Education, Alex Lobos, Tim J. Wood
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 …
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 …
The Leadership Hub, Michelle E. Healey
The Leadership Hub, Michelle E. Healey
Senior Honors Projects, 2010-2019
The Leadership Hub Senior Honors Creative Thesis comprises a website and creative design book. It organizes and designs leadership within the JMU community within four key areas.
Aquaponics Art, Alexander Horton
Aquaponics Art, Alexander Horton
Liberal Arts and Engineering Studies
Aquaponics has enormous potential to change the way we farm. I wanted to connect more people to Cal Poly's first aquaponics club by creating a functioning aquaponics art installation that allows people to plant their own plants. This paper is catalog of the design process as a reflection of what this project hopes to accomplish.
The Land Scouts: Guide Book, Katie D. Ries
The Land Scouts: Guide Book, Katie D. Ries
Faculty Creative and Scholarly Works
The Land Scouts promote modern land stewardship and are open to all. The Guide Book gives an overview of the scouts as well as information on getting started earning badges and hosting a troop.
Who We Are: Incarcerated Students And The New Prison Literature, 1995-2010, Reilly Hannah N. Lorastein
Who We Are: Incarcerated Students And The New Prison Literature, 1995-2010, Reilly Hannah N. Lorastein
Honors Projects
This project focuses on American prison writings from the late 1990s to the 2000s. Much has been written about American prison intellectuals such as Malcolm X, George Jackson, Eldridge Cleaver, and Angela Davis, who wrote as active participants in black and brown freedom movements in the United States. However the new prison literature that has emerged over the past two decades through higher education programs within prisons has received little to no attention. This study provides a more nuanced view of the steadily growing silent population in the United States through close readings of Openline, an inter-disciplinary journal featuring …