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Full-Text Articles in Film and Media Studies
Collaborative Constructions: Designing High School History Curriculum With The Lost & Found Game Series, Owen Gottlieb, Shawn Clybor
Collaborative Constructions: Designing High School History Curriculum With The Lost & Found Game Series, Owen Gottlieb, Shawn Clybor
Articles
This chapter addresses design research and iterative curriculum design for the Lost & Found games series. The Lost & Found card-to-mobile series is set in Fustat (Old Cairo) in the twelfth century and focuses on religious laws of the period. The first two games focus on Moses Maimonides’ Mishneh Torah, a key Jewish law code. A new expansion module which was in development at the time of the fieldwork described in this article that introduces Islamic laws of the period, and a mobile prototype of the initial strategy game has been developed with support National Endowment for the Humanities. The …
Animal-Human Vocabulary Builder, Domenick Acocella, Rene Cordero
Animal-Human Vocabulary Builder, Domenick Acocella, Rene Cordero
Open Educational Resources
The assignment helps students individually build a usable, expanding vocabulary of terms and concepts, enabling each to further contribute to the ongoing, evolving written, oral, and visual conversations centered on the use of and thought about animals for food, clothing, work, entertainment, experimentation, imagery, and companionship.
Playing At The Crossroads Of Religion And Law: Historical Milieu, Context And Curriculum Hooks In Lost & Found, Owen Gottlieb
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 …
A Vermont Romance Turns One Hundred: Vermont's Earliest Surviving Photoplay, Martin L. Johnson, Frederick Pond
A Vermont Romance Turns One Hundred: Vermont's Earliest Surviving Photoplay, Martin L. Johnson, Frederick Pond
University Libraries Faculty and Staff Publications
In 2016, a hundred-year-old film spent the year touring the northern half of Vermont, drawing audiences to refurbished opera houses and picture palaces. But the picture being celebrated for its centenary year was not D. W. Griffith's Intolerance or Lois Weber's Shoes, two of the best-known films made in 1916. Instead, Vermonters were watching what they believed to be the first feature film made in their state, the fetchingly titled photoplay A Vermont Romance.
But A Vermont Romance is not a conventional feature picture. None of the people who appeared in the film had previous movie acting experience, …
Jewish Time Jump: New York, Owen Gottlieb
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 …
Interview Of Margaret Mcguinness, Ph.D., Margaret Mcguinness Ph.D., Stephen Pierce
Interview Of Margaret Mcguinness, Ph.D., Margaret Mcguinness Ph.D., Stephen Pierce
All Oral Histories
Dr. Margaret McGuinness was born in 1953, in Providence, Rhode Island. She went to an all-girls Catholic high school called St. Mary’s Academy Bayview in Providence where she graduated in 1971. McGuinness went on to major in American Studies and Civilization as an undergraduate at Boston University graduating with a B.A in 1975. She continued her work at Boston University where McGuinness earned a master’s of theological studies (M.T.S) focusing on Biblical and Historical Studies in 1979. She would move to New York to work on her dissertation at Union Theological Seminary finishing with her Ph.D. in 1985 concentrating on …
Your Iphone Cannot Escape History, And Neither Can You: Self-Reflexive Design For A Mobile History Learning Game, Owen Gottlieb
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 …
New Design Principles For Mobile History Games, Owen Gottlieb
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
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 …
"Era(C)Ing The South: Modern Popular Culture Depictions Of Southern History", Bryan Jack
"Era(C)Ing The South: Modern Popular Culture Depictions Of Southern History", Bryan Jack
SIUE Faculty Research, Scholarship, and Creative Activity
There has been significant research on various interpretations of the American South, and the relationship between Southern and American identity. However, there has been little investigation into how modern popular culture depicts and constructs the Southern past and how this shapes Southern identity. This article interrogates the relationship between modern films, race, and Southern history to ask, has the challenge to codified Jim Crow segregation changed filmic portrayals of Southern history? How do these portrayals affect both Southern and American identity? Using race as a lens, the article argues that the end of the Civil Rights Movement has created a …
Mdocs Newsletter-2015-02-06, 1.7, Jordana Dym, Maggie Clark
Mdocs Newsletter-2015-02-06, 1.7, Jordana Dym, Maggie Clark
MDOCS Publications
No abstract provided.
Mdocs Newsletter-2014-12-09, 1.6, Jordana Dym, Lisa Fierstein, Jennifer Hoffer
Mdocs Newsletter-2014-12-09, 1.6, Jordana Dym, Lisa Fierstein, Jennifer Hoffer
MDOCS Publications
No abstract provided.
Mdocs Newsletter-2014-11-03, 1.4, Jordana Dym
Mdocs Newsletter-2014-11-03, 1.4, Jordana Dym
MDOCS Publications
No abstract provided.
Case Study Two: Jewish Time Jump: New York, Owen Gottlieb
Case Study Two: Jewish Time Jump: New York, Owen Gottlieb
Articles
Gottlieb presents an early case study of his mobile augmented reality game Jewish Time Jump: New York design on the ARIS platform for the iPhone and iPad (iOS). The game is set on-location in Washington Square Park in New York city. Players in 5th-7th grade take on the role of time-traveling reporters, landing on site on the eve of the Uprising of 20,000, the largest women-led strike in U.S. History. Based on their GPS location they receive media from over 100 years in the past, interactive with digital characters as they work to gather a story for the fictional Jewish …
Foreword To 'Memoir' By Journalist And Writer Tomás Bairéad, Ian Kilroy
Foreword To 'Memoir' By Journalist And Writer Tomás Bairéad, Ian Kilroy
Books/Book Chapters
Foreword to A Memoir of Ireland’s Nascent Years, by Irish language journalist and writer Tomás Bairéad (translated and edited by Mícheál Ó hAodha). Forthcoming from The Edwin Mellen Press, New York. Tomás Bairéad (1893-1973) is well known for a number of collections of short stories in Irish. He invented a version of short-hand for the Irish language. From Moycullen, Co Galway, he was involved in the Irish War of Independence and covered the Irish Civil War as a journalist. He edited the Irish language page in the Irish Independent for a number of years.
The Catholic Schoolgirl & The Wet Nurse: On The Ecology Of Oppression, Trauma And Crisis, Jade E. Davis
The Catholic Schoolgirl & The Wet Nurse: On The Ecology Of Oppression, Trauma And Crisis, Jade E. Davis
Publications and Research
This paper explores the idea of facing oppression by exploring how two photographs, one of a Catholic schoolgirl and one of a wet nurse, were received as they made their way through social media. In addition, the paper looks at a blog post that was made about photographs from a similar time period as the photos. By exploring how the photos were received through Fanon, visual studies, and psychoanalytic theory, the paper proposes a new way to view these photographs outside of the narratives of Oppression and Trauma. Instead, by understanding the re-inscription of the dominant narratives as an ongoing …