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Full-Text Articles in Education

Playing To Grow. Roundtable Interview On Games, Education, And Character, Owen Gottlieb, Matthew Farber, Paul Darvasi Dec 2023

Playing To Grow. Roundtable Interview On Games, Education, And Character, Owen Gottlieb, Matthew Farber, Paul Darvasi

Articles

In this roundtable interview moderated by Paul Darvasi, lecturer at the University of Toronto and co-founder of Gold Bug Interactive, Owen Gottlieb and Matthew Farber discuss research and practice at the intersection of religion, character education, and games in schools. Gottlieb is an associate professor at the Rochester Institute of Technology, founder and lead faculty at the Initiative in Religion, Culture, and Policy at the MAGIC center, and founder and director of the Interaction, Media, and Learning Lab at RIT, where he specializes in interactive media, learning, religion, and culture. Farber is an associate professor of educational technology and coordinator …


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 …


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 …


Provost’S Learning Innovation Grant (Plig) For 2019, Esa M. Rantanen Aug 2020

Provost’S Learning Innovation Grant (Plig) For 2019, Esa M. Rantanen

Articles

This grant allowed for a redesign of the PSYC 714 “Graduate Engineering Psychology” course, offered by the Department of Psychology about every two years since 2013, for online delivery. The grant was awarded on March 29, 2019. Full Project Plan report was submitted on Aug. 16, 2019. The majority of the course redesign work was completed during the fall semester 2019 (2191), including creation of several software programs to support the lab exercises designed for the course. The Preliminary Findings report was submitted on Jan. 10, 2020, and the PSYC 714 course was offered online in the spring semester of …


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 …


Your Iphone Cannot Escape History, And Neither Can You: Self-Reflexive Design For A Mobile History Learning Game, Owen Gottlieb Jan 2018

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 …


Jointly Offered Online Course Between Malmö University And Rochester Institute Of Technology On Industrial And Organizational Psychology, Esa M. Rantanen, Rebecca Johnson, Jonas Lundsten, Jean-Charles Languilaire, Andreas Sjöstedt Sep 2017

Jointly Offered Online Course Between Malmö University And Rochester Institute Of Technology On Industrial And Organizational Psychology, Esa M. Rantanen, Rebecca Johnson, Jonas Lundsten, Jean-Charles Languilaire, Andreas Sjöstedt

Articles

The idea of a jointly offered online course between Rochester Institute of Technology (RIT) and Malmö University (MU) on Industrial and Organizational (I/O) Psychology was first conceived at the 2nd Annual MU-RIT Symposium on Oct 1-3, 2014, in discussions between faculty members of RIT and MU. The symposium, held in Sweden at MU, provided an opportunity for faculty and administrators from RIT and MU to identify potential collaborative research and teaching partnerships between faculty from the two universities.

Two principal collaborators from each university began to develop a jointly offered course shortly after the symposium, based on an existing online …


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 …


Jewish Games For Learning: Renewing Heritage Traditions In The Digital Age, Owen Gottlieb Apr 2015

Jewish Games For Learning: Renewing Heritage Traditions In The Digital Age, Owen Gottlieb

Articles

Rather than a discontinuity from traditional modes of learning, new explorations of digital and strategic games in Jewish learning are markedly continuous with ancient practices. An explication of the close connections between traditional modes of Jewish learning, interpretive practice, and gaming culture can help to explain how Jews of the Digital Age can adopt and are adapting modern Games for Learning practices for contemporary purposes. The chapter opens by contextualizing a notion of Jewish Games and the field of Games for Learning. Next, the chapter explains the connections between game systems and Jewish traditions. It closes with a case study …


Expanding The Role Of Homework Assignments, Henry Etlinger Oct 2014

Expanding The Role Of Homework Assignments, Henry Etlinger

Articles

Homework offers instructors opportunities to help student develop soft skills. With a little bit of work, we can expand on traditional uses for homework to include opportunities for students to reflect on exams or to evaluate both their own contributions as well as those of other team members on group projects.


Benefits Of Video Presentations In Product Design, Alex Lobos Dec 2013

Benefits Of Video Presentations In Product Design, Alex Lobos

Articles

Product Design uses a human-centered process to develop solutions that solve unmet user needs. Because of the sequential nature of this activity, final designs are often presented in printed process books or digital slideshows, which visually communicate the development of the solution from start to finish rather than focusing just on the final result. Storytelling is a key element to consider when creating these process books in order to communicate the design solution as well as where it came from. An alternative to these presentations is the use of short videos, which offer the advantage of communicating the design process …


Development Of A Jobs Database For Tracking Knowledge And Skills Expectations In The Workplace, Esa M. Rantanen, Christopher Claeys, Daniel Roder Aug 2013

Development Of A Jobs Database For Tracking Knowledge And Skills Expectations In The Workplace, Esa M. Rantanen, Christopher Claeys, Daniel Roder

Articles

The primary objective of college education in applied disciplines is that it is relevant to the expectations for new professionals entering the labor market. Academic institutions should therefore pay close attention to the ever-changing skills and knowledge expectations in the labor market. These trends are not easy to track, however. Surveys of new professionals about their experiences in their first jobs or surveys of employers about their experiences with new hires suffer from low response rates, nonresponse bias, and the one-time nature of survey research. A better way to track labor market trends is to continually analyze human factors job …