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Interdisciplinary Arts and Media Commons

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Full-Text Articles in Interdisciplinary Arts and Media

Medical Graphic Novels: Comic Art And Medicine, Leesha Coleman Jul 2024

Medical Graphic Novels: Comic Art And Medicine, Leesha Coleman

University Faculty and Staff Publications

Leesha Coleman, USA Biomedical Librarian, gave a presentation at the West Regional Library of the Mobile Public Library. She discussed the use of medical graphic novels and the incorporation of art in science degrees.


Developing And Sustaining A Graphic Scholarship Collection For Academic Libraries, Stewart Brower, Toni Hoberecht, Zane Ratcliffe, Bethie Seay Jan 2024

Developing And Sustaining A Graphic Scholarship Collection For Academic Libraries, Stewart Brower, Toni Hoberecht, Zane Ratcliffe, Bethie Seay

SANE journal: Sequential Art Narrative in Education

In early 2021, the Schusterman Library at the University of Oklahoma-Tulsa satellite campus took a new step towards building a culture of interest by creating the Graphic Scholarship Collection. This new endeavor is a curated collection of graphic novels, primarily non-fiction, aligned with the academic programs on campus, as well as promoting University initiatives in diversity, equity, and inclusion. A new organizational structure for the collection materials and their circulation metrics will be examined in detail. There will also be consideration of the challenges of selection and acquisition by a mixed team of selectors, some of whom have no experience …


“Come Think With Me”: Finding Communion In The Liberatory Textual Practices Of Kameelah Janan Rasheed, Jehan L. Roberson Jun 2023

“Come Think With Me”: Finding Communion In The Liberatory Textual Practices Of Kameelah Janan Rasheed, Jehan L. Roberson

Criticism

Defining text as anything that can be read, self-identified learner and artist Kameelah Janan Rasheed explores reading as radical communion within her multifaceted textual practice. A 2021 Guggenheim Fellow, Rasheed’s work spans vast bodies of knowledge and temporalities to interrogate both the aesthetic and the limits of the text. At times producing collages with letters cut out from books in her own expansive library, and at other times posting scans from various books that are marked up with her rigorous note-taking, Rasheed approaches the text as an invitation to commune with the author in order to collectively arrive at new …


Comic Literature And Graphic Novel Uses In History, Literature, Math, And Science, James O. Barbre Iii, Justin Carroll, Joshua Tolbert Nov 2022

Comic Literature And Graphic Novel Uses In History, Literature, Math, And Science, James O. Barbre Iii, Justin Carroll, Joshua Tolbert

SANE journal: Sequential Art Narrative in Education

Graphic novels and comics have a rich history and have long served as a medium for both education and entertainment. Although we live in an increasingly technology-rich era which offers abundant visual stimulation to compete with comics, graphic literature is arguably a more immediate and robust resource than ever before. The following paper highlights specific applications of graphic literature to pedagogical purposes, including implications for the use of comics in teaching history, world languages, English as a new language, science, and mathematics. Across these areas, a wide degree of application exists for teachers, in both K-12 and post-secondary settings. In …


The Textual Gutter: How Gene Luen Yang Redefines The Gutter In Boxers & Saints To Tell A Transnational Tale, David Lucas Jr Sep 2022

The Textual Gutter: How Gene Luen Yang Redefines The Gutter In Boxers & Saints To Tell A Transnational Tale, David Lucas Jr

SANE journal: Sequential Art Narrative in Education

This paper attempts to provide a new understanding of the gutter and how it is used to significant effect in Gene Luen Yang's, Boxers & Saints. This research draws upon the work of Scott McCloud to establish a framework for the theoretical applications of the gutter. Most prior research focuses on the gutter within the page. This article demonstrates how Yang pushes the concept of the gutter further by creating a new type of gutter that moves beyond the pages and across texts. Then the research attempts to demonstrate how the idea of the textual gutter heightens the transnational elements …


Empirical Drawings: Utilizing Comic Essays In The Social Studies Classroom To Teach Citizenship, Angelo Letizia Aug 2021

Empirical Drawings: Utilizing Comic Essays In The Social Studies Classroom To Teach Citizenship, Angelo Letizia

SANE journal: Sequential Art Narrative in Education

This article posits that the comic medium, wedded with traditional essay assignments, may be a powerful tool for social studies teachers, those who prepare social studies teachers at the collegiate level and other teachers and professors who desire to teach about citizenship in an era of "fake news" and alternative facts.


Studio Expressive Arts Therapy: Towards A Classroom Method That Incorporates Art And Music, Michael Greenberg May 2021

Studio Expressive Arts Therapy: Towards A Classroom Method That Incorporates Art And Music, Michael Greenberg

Expressive Therapies Capstone Theses

This thesis explored the ways in which expressive arts therapy (ExAT) could be incorporated into a small therapeutic high school’s visual arts program. Through the development and implementation of a method, intermodal exchange between visual art and music was integrated into both the school’s art program and its group counseling offerings. Informed by a literature review of studio art therapy (SAT) as related to ExAT, three different interventions were used to fit within the frameworks of the high school’s offerings. The first intervention focused on making music with a few students within art classes while the rest of the class …


Playing At The Crossroads Of Religion And Law: Historical Milieu, Context And Curriculum Hooks In Lost & Found, Owen Gottlieb Jan 2021

Playing At The Crossroads Of Religion And Law: Historical Milieu, Context And Curriculum Hooks In Lost & Found, Owen Gottlieb

Articles

This chapter presents the use of Lost & Found – a purpose-built tabletop to mobile game series – to teach medieval religious legal systems. The series aims to broaden the discourse around religious legal systems and to counter popular depiction of these systems which often promote prejudice and misnomers. A central element is the importance of contextualizing religion in period and locale. The Lost & Found series uses period accurate depictions of material culture to set the stage for play around relevant topics – specifically how the law promoted collaboration and sustainable governance practices in Fustat (Old Cairo) in twelfth-century …


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 …


The Verge: Networks Of Intersubjective Responding For Just Sustainability Arts Educational Research, Marna Hauk, Amanda Rachel Kippen Sep 2020

The Verge: Networks Of Intersubjective Responding For Just Sustainability Arts Educational Research, Marna Hauk, Amanda Rachel Kippen

Artizein: Arts and Teaching Journal

Two sustainability arts scholars describe a method of data interpretation they developed for making sense of complex environmental and sustainability education research data. They “played” images and recorded a conversation in a form of arts-based intersubjective knowing. The card game process was named the Verge because of how the process promises to surface unheard voices and re-center nondominant insights and ways of knowing. It leverages Casey’s glance method with systems networks to complicate sense making in arts-based educational research. The arts scholars intermixed research data from two just sustainability education research case studies: collages from participants of a climate justice …


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 …


Acts Of Meaning, Resource Diagrams, And Essential Learning Behaviors: The Design Evolution Of Lost & Found, Owen Gottlieb, Ian Schreiber Jan 2020

Acts Of Meaning, Resource Diagrams, And Essential Learning Behaviors: The Design Evolution Of Lost & Found, Owen Gottlieb, Ian Schreiber

Articles

Lost & Found is a tabletop-to-mobile game series designed for teaching medieval religious legal systems. The long-term goals of the project are to change the discourse around religious laws, such as foregrounding the prosocial aspects of religious law such as collaboration, cooperation, and communal sustainability. This design case focuses on the evolution of the design of the mechanics and core systems in the first two tabletop games in the series, informed by over three and a half years’ worth of design notes, playable prototypes, outside design consultations, internal design reviews, playtests, and interviews.


Bridging The Divide Through Graphic Novels: Teaching Non-Jews’ Holocaust Narratives To Jewish Students, Matt Reingold Sep 2019

Bridging The Divide Through Graphic Novels: Teaching Non-Jews’ Holocaust Narratives To Jewish Students, Matt Reingold

SANE journal: Sequential Art Narrative in Education

The following paper considers how integrating Holocaust graphic novels that prominently feature non-Jewish characters can be effective in introducing Jewish students to new perspectives on contemporary understandings of the Holocaust. Drawing on the results of recent studies about rising anti-Semitism and Jews' concerns for their safety, feelings of insularity are understandably becoming more pervasive within the Jewish community. The author argues that in order to combat the negative aspects of this entrenchment, Jewish students need to be introduced to thoughtful and complex narratives that relate to historical anti-Semitic incidents which also model ways of building relationships between the disparate communities …


Pre-Service Teachers’ Perspectives On How The Use Of Toon Comic Books During Guided Reading Influenced Learning By Struggling Readers, Ewa Mcgrail, Alicja Rieger, Gina M. Doepker, Samantha Mcgeorge Apr 2019

Pre-Service Teachers’ Perspectives On How The Use Of Toon Comic Books During Guided Reading Influenced Learning By Struggling Readers, Ewa Mcgrail, Alicja Rieger, Gina M. Doepker, Samantha Mcgeorge

Gina Doepker

The study presented in this article examines the use of comic books, specifically the TOON comic books during guided reading instruction. The instruction was provided to struggling readers by the Literacy Center at a comprehensive university in southeastern United States. What most pre-service teachers in this study agreed upon was that comic books served as an effective tool for getting their students interested in reading. Reading comic books with tutors as partners in conversation with the struggling readers in this study was also a powerful medium for facilitating students’ literacy skills development, particularly in the areas of reading fluency and …


Teaching Visual Literacies: The Case Of The Great American Dust Bowl, Mary F. Rice, Ashley K. Dallacqua Jan 2019

Teaching Visual Literacies: The Case Of The Great American Dust Bowl, Mary F. Rice, Ashley K. Dallacqua

SANE journal: Sequential Art Narrative in Education

Teachers and students require a range of tools to engage with visual texts. Using The Great American Dust Bowlby Don Brown (2013) as an exemplar text, we outline four conceptions of visual literacy: rhetorical, instructional, industrial and visuo-spatial and discuss their use in our literacy education practice. In addition, we provide a brief model of a second text, The Arrival (Tan, 2013) and a list of suggested texts for students at different levels (elementary, middle, and high school). We argue that these tools have the potential to deepen conceptions of visual literacies and empower teachers and students to understand …


Art Studio As Thinking Lab: Fostering Metacognition In Art Classrooms, Julia Marshall, Kimberley D'Adamo Nov 2018

Art Studio As Thinking Lab: Fostering Metacognition In Art Classrooms, Julia Marshall, Kimberley D'Adamo

Kimberley D'Adamo: Publications, Art, and Other Scholarly Works

What can high school art classes offer to both aspiring artists and students who have other interests and goals? Here’s an answer: thinking skills. Thinking skills are essential for all learners, and both art creation and encoun-tering art provide opportunities for complex thinking and, therefore, for honing conceptual skills. Beyond that, art experiences can spur students to reflect on how they think and to expand and refine their thinking. That is to say, art classes can cultivate metacognition.

This article pursues both trains of thought and describes how an art class can be an art thinking lab—a site for everyone …


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 …


Pre-Service Teachers’ Perspectives On How The Use Of Toon Comic Books During Guided Reading Influenced Learning By Struggling Readers, Ewa Mcgrail, Alicja Rieger, Gina M. Doepker, Samantha Mcgeorge Jun 2018

Pre-Service Teachers’ Perspectives On How The Use Of Toon Comic Books During Guided Reading Influenced Learning By Struggling Readers, Ewa Mcgrail, Alicja Rieger, Gina M. Doepker, Samantha Mcgeorge

SANE journal: Sequential Art Narrative in Education

The study presented in this article examines the use of comic books, specifically the TOON comic books during guided reading instruction. The instruction was provided to struggling readers by the Literacy Center at a comprehensive university in southeastern United States. What most pre-service teachers in this study agreed upon was that comic books served as an effective tool for getting their students interested in reading. Reading comic books with tutors as partners in conversation with the struggling readers in this study was also a powerful medium for facilitating students’ literacy skills development, particularly in the areas of reading fluency and …


Finding Lost & Found: Designer’S Notes From The Process Of Creating A Jewish Game For Learning, Owen Gottlieb Dec 2017

Finding Lost & Found: Designer’S Notes From The Process Of Creating A Jewish Game For Learning, Owen Gottlieb

Articles

This article provides context for and examines aspects of the design process of a game for learning. Lost & Found (2017a, 2017b) is a tabletop-to-mobile game series designed to teach medieval religious legal systems, beginning with Moses Maimonides’ Mishneh Torah (1180), a cornerstone work of Jewish legal rabbinic literature. Through design narratives, the article demonstrates the complex design decisions faced by the team as they balance the needs of player engagement with learning goals. In the process the designers confront challenges in developing winstates and in working with complex resource management. The article provides insight into the pathways the team …


Introduction: Jewish Gamevironments – Exploring Understanding With Playful Systems, Owen Gottlieb Dec 2017

Introduction: Jewish Gamevironments – Exploring Understanding With Playful Systems, Owen Gottlieb

Articles

The study of Judaism, Jewish civilizationi, and games is currently comprised of projects of a rather small set of game scholars. A sample of our work is included in this issue.


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 …


Live. Tell. Resist., Angel Vazquez, Kyle Liang, Anthony Zelaya-Umanzor, Rosie Mejia, Patricia Gutierrez, Kayla Hampton, Mariacarolina Gomez, Melissa Martinez-Sanchez, Harman Brah, Victoria Arevalo, Tyra Cecilio, Dion Dang, Camila De Pierola, Noemi Fernandez Luna, Isabelle Marin, Mackenzie Mead, Jason Munoz, Daniel Penuela, Andrei Pineda, Patrick Pozon, Larissa Ramirez, Jasmine Segovia, Julien Stone Zachary, Aira Wada, Jiaxing Yu, Ariana Siordia, Jazmin Quezada Jun 2017

Live. Tell. Resist., Angel Vazquez, Kyle Liang, Anthony Zelaya-Umanzor, Rosie Mejia, Patricia Gutierrez, Kayla Hampton, Mariacarolina Gomez, Melissa Martinez-Sanchez, Harman Brah, Victoria Arevalo, Tyra Cecilio, Dion Dang, Camila De Pierola, Noemi Fernandez Luna, Isabelle Marin, Mackenzie Mead, Jason Munoz, Daniel Penuela, Andrei Pineda, Patrick Pozon, Larissa Ramirez, Jasmine Segovia, Julien Stone Zachary, Aira Wada, Jiaxing Yu, Ariana Siordia, Jazmin Quezada

First-Gen Voices: Creative and Critical Narratives on the First-Generation College Experience

This edition of First-Gen Voices features the stories and work of 24 first-generation college students at multiple higher education institutions. The aim is to disseminate a story about us, for us, and consequently, the dominant cultures that have yet to learn from our power.


Dignidad, Poder, Resistencia // Dignity, Power, Resistance, Michael Munoz, Alanis Gonzalez, Tallie Spencer, Isabelle Marin, Lesly Juarez, Christopher Reynoso, Antonia Garcia, Abigail Goad, Athena Martinez, Ruth Gomez, Angel Vazquez, Jazmin Quezada, Jasmine Segovia, Jordyn Wedell, Yulisa Gonzalez, Laura Mena Hernandez, Keiri Fernandez Jun 2017

Dignidad, Poder, Resistencia // Dignity, Power, Resistance, Michael Munoz, Alanis Gonzalez, Tallie Spencer, Isabelle Marin, Lesly Juarez, Christopher Reynoso, Antonia Garcia, Abigail Goad, Athena Martinez, Ruth Gomez, Angel Vazquez, Jazmin Quezada, Jasmine Segovia, Jordyn Wedell, Yulisa Gonzalez, Laura Mena Hernandez, Keiri Fernandez

First-Gen Voices: Creative and Critical Narratives on the First-Generation College Experience

First To Go Abroad" is a partnership between the Loyola Marymount University First To Go Program, LMU Study Abroad, and the Council on International Educational Exchange (CIEE), which seeks to increase study abroad opportunities for first-generation college students. In May 2017, fifteen first-gen students and two first-gen faculty mentors traveled together to Santiago, Dominican Republic, where they spent ten days exploring the country and learning about the local cultures, customs, and histories of the people who call the DR home.

Travel is a privilege not all students have the same access to; for some students, this trip was the first …


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 …


Literacy Revolution: How The New Tools Of Communication Change The Stories We Tell, Molly Gamble May 2017

Literacy Revolution: How The New Tools Of Communication Change The Stories We Tell, Molly Gamble

Dissertations, Masters Theses, Capstones, and Culminating Projects

The transmission of culture depends upon every generation reconsidering what it means to be literate. The way we consider ourselves to be a literate species is changing, which puts us at a unique turning point in human history. Verbal literacy, or the ability to read and write, is slowly being replaced by visual literacy as a primary tool for human communication. As a culture, we tend to underestimate the creative ferment of our increasingly visual world. The linear, structured pathways of traditional literacy are shifting towards a creative and participatory pursuit of unstructured information that emphasize dimensional thinking. The acceleration …


Images, Speech Balloons, And Artful Representation: Comics As Visual Narratives Of Early Career Teachers, Julian Lawrence, Ching-Chiu Lin, Rita Irwin Apr 2017

Images, Speech Balloons, And Artful Representation: Comics As Visual Narratives Of Early Career Teachers, Julian Lawrence, Ching-Chiu Lin, Rita Irwin

SANE journal: Sequential Art Narrative in Education

The ways in which teachers adjust to challenges in the process of becoming professionals are complicated. Teacher mentorship, however, is an important step to creating and sustaining a strong professional career. This article discusses new understandings from a Canadian research project: Pedagogical Assemblage: Building and Sustaining Teacher Capacity through Mentoring Programs in British Columbia. Through our use of an a/r/tography informed methodology in teacher mentorship, we have come to understand how the use of comics permits an unfolding of visual narratives as a unique way of contextualizing the complex stories of teaching and learning. Our motivation in employing comics as …


Teaching Critical Looking: Pedagogical Approaches To Using Comics As Queer Theory, Ashley Manchester Apr 2017

Teaching Critical Looking: Pedagogical Approaches To Using Comics As Queer Theory, Ashley Manchester

SANE journal: Sequential Art Narrative in Education

Given the challenging depth of queer theoretical concepts, this article argues that one of the most effective ways to teach the complexities of queer theory is by utilizing comics in the classroom. I focus on how college-level instructors can use the content, form, and history of comics to teach students how to enact and do queer theory. By reading and making comics, students learn concrete and theoretical tools for combatting oppressive discourses and modes of meaning making. Teaching comics as queer theory promotes both innovative critical thinking and critical looking skills by centralizing both the rich history of queer comics …


Review Of Captain Marvel And The Art Of Nostalgia, By Brian Cremins, Sean Kleefeld Apr 2017

Review Of Captain Marvel And The Art Of Nostalgia, By Brian Cremins, Sean Kleefeld

SANE journal: Sequential Art Narrative in Education

No abstract provided.


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 …


Lost & Found: Order In The Court -- The Party Game, Owen Gottlieb, Ian Schreiber Jan 2017

Lost & Found: Order In The Court -- The Party Game, 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 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 second game in the series, Lost & Found: Order in the Court …