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Full-Text Articles in Ancient, Medieval, Renaissance and Baroque Art and Architecture

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 …


Memorializing The Middle Classes In Medieval And Renaissance Europe, Anne C. Leader Sep 2018

Memorializing The Middle Classes In Medieval And Renaissance Europe, Anne C. Leader

Studies in Medieval and Early Modern Culture

Memorializing the Middle Classes in Medieval and Renaissance Europe investigates commemorative practices in Cyprus, Flanders, France, Germany, Italy, Poland, and Spain between the twelfth and seventeenth centuries. Offering a broad overview of memorialization practices across Europe and the Mediterranean, individual chapters examine local customs through particular case studies. These essays explore complementary themes through the lens of commemorative art, including social status; personal and corporate identities; the intersections of mercantile, intellectual, and religious attitudes; upward (and downward) mobility; and the cross-cultural exchange of memorialization strategies.


Treehouses: Civilizing The Wildness Of Men And Nature, Courtney Mckinney May 2018

Treehouses: Civilizing The Wildness Of Men And Nature, Courtney Mckinney

English Undergraduate Distinction Projects

In this paper, I explore how treehouses operate symbolically in tandem with culture. Through an analysis of British and American print culture, I argue that the treehouse building project became bound to boyhood at the turn of the twentieth century as the naturalist movement spread and youth organizations embraced treehouses as part of their vision for the development of boys. Parents and youth leaders intend for treehouse projects to build self-reliance, independence, imagination, and courage in their boys. Congruously, this activity associated with a child’s personal growth takes place in an actual growing organism. I analyze how treehouses juxtapose humans …


Buying Time: Consuming Urban Pasts In Nineteenth-Century Britain, Dory Agazarian May 2018

Buying Time: Consuming Urban Pasts In Nineteenth-Century Britain, Dory Agazarian

Dissertations, Theses, and Capstone Projects

This dissertation is about how historical narratives developed in the context of a modern marketplace in nineteenth-century Britain. In particular, it explores British historicism through urban space with a focus on Rome and London. Both cities were invested with complex political, religious and cultural meanings central to the British imagination. These were favorite tourist destinations and the subjects of popular and professional history writing. Both cities operated as palimpsests, offering a variety of histories to be “tried on” across the span of time. In Rome, British consumers struggled when traditional histories were problematized by emerging scholarship and archaeology. In London, …


Prosocial Religion And Games: Lost & Found, Owen Gottlieb, Ian Schreiber Jan 2018

Prosocial Religion And Games: Lost & Found, Owen Gottlieb, Ian Schreiber

Articles

In a time when religious legal systems are discussed without an understanding of history or context, it is more important than ever to help widen the understanding and discourse about the prosocial aspects of religious legal systems throughout history. The Lost & Found (www.lostandfoundthegame.com) game series, targeted for an audience of teens through twentysomethings in formal, learning environments, is designed to teach the prosocial aspects of medieval religious systems—specifically collaboration, cooperation, and the balancing of communal and individual/family needs. Set in Fustat (Old Cairo) in the 12th century, the first two games in the series address laws in Moses Maimonides’ …