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Full-Text Articles in Education

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.


The Real World Of Teaching In Hadrian’S Virtual Villa, Lynne Kvapil Oct 2017

The Real World Of Teaching In Hadrian’S Virtual Villa, Lynne Kvapil

Scholarship and Professional Work - LAS

A virtual 3D simulation of Hadrian's Imperial Villa at Tivoli, created as part of the Hadrian's Villa Project, was the centerpiece of a course module that combined Problem-based Learning with virtual world technology. The module asked students to use different learning environments, like the virtual villa, to solve ancient world problems focused on the life of the emperor Hadrian. The benefits and challenges of combining PBL with virtual world technology in the classroom are discussed here. Sample lesson plans from the course are also included.


Card Tricks: A Workflow For Scalability And Dynamic Content Creation Using Paper2d And Unreal Engine 4, Owen Gottlieb, Dakota Herold, Edward Amidon Aug 2017

Card Tricks: A Workflow For Scalability And Dynamic Content Creation Using Paper2d And Unreal Engine 4, Owen Gottlieb, Dakota Herold, Edward Amidon

Presentations and other scholarship

In this paper, we describe the design and technological methods of

our dynamic sprite system in Lost & Found, a table-top-to-mobile

card game designed to improve literacy regarding prosocial

aspects of religious legal systems, specifically, collaboration and

cooperation. Harnessing the capabilities of Unreal Engine’s

Paper2D system, we created a dynamic content creation pipeline

that empowered our game designers so that they could rapidly

iterate on the game’s systems and balance externally from the

engine. Utilizing the Unreal Blueprint component system we were

also able to modularize each actor during runtime as data may be

changed. The technological approach behind Lost …


Equality Archive: Open Educational Resources As Feminist Praxis, Shelly J. Eversley, Laurie Hurson Jul 2017

Equality Archive: Open Educational Resources As Feminist Praxis, Shelly J. Eversley, Laurie Hurson

Publications and Research

Statement on EqualityArchive.com as an instance of open educational resources as feminist praxis.


Bringing Stories To Life By Sharing Archival Material, Christina M. Noto Jul 2017

Bringing Stories To Life By Sharing Archival Material, Christina M. Noto

Student Publications

Last summer I researched the experiences of women at Gettysburg College during the pivotal decade 1965-1975 with the support of a college grant, the Koble Fellowship, a ten-week humanities based faculty-mentored research project. I tracked women's experiences at the college during this period and designed a digital scholarship project to share their stories. As a history major and as a feminist, a project about the history of women and their activism on campus nicely complemented by interests. (excerpt)


New Design Principles For Mobile History Games, Owen Gottlieb Jun 2017

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 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 …


Blue The Bee Learns To Be Happy, Connie Reimers-Hild, Deborah J. Weitzenkamp, Connie Reimers-Hild, Kim Wellsandt Feb 2017

Blue The Bee Learns To Be Happy, Connie Reimers-Hild, Deborah J. Weitzenkamp, Connie Reimers-Hild, Kim Wellsandt

Kimmel Education and Research Center: Faculty and Staff Publications

Do you sometimes feel sad or blue and don't know what to do? If so, this book was written just for you!

Join Blue the Bee as she travels through Happy Orchard meeting her friends (Flutter, Buzz, Bonita and Ernie) to learn the 7 Happiness Habits. When happiness is a habit, it comes without thinking. You can choose how to spend your day and use your time. You choose how to live your life and what is on your mind.

Each page was designed to enjoy at any age. People can become pollinators of happiness in any life stage!

This …


A Digitalização 3d Das Cerâmicas Da Coleção Valentin Calderón Como Ferramenta Para A Preservaço, Mara Lúcia Carrett De Vasconcelos, Robert Z. Selden Jr. Jan 2017

A Digitalização 3d Das Cerâmicas Da Coleção Valentin Calderón Como Ferramenta Para A Preservaço, Mara Lúcia Carrett De Vasconcelos, Robert Z. Selden Jr.

CRHR: Archaeology

Valentin Calderón figura como um dos pioneiros da arqueologia no Nordeste do Brasil. Membro do Programa Nacional de Pesquisas Arqueológicas entre as décadas de 1960 e 70, foi responsável pelos levantamentos sistemáticos nos sítios arqueológicos do estado da Bahia e identificou a tradição cerâmica Aratu. Calderón foi também o idealizador do Museu de Arqueologia e Etnologia da Universidade Federal da Bahia (MAE/UFBA), que hoje salvaguarda sua coleção arqueológica e seu arquivo pessoal. Em uma parceria realizada com pesquisadores do Center for Regional Heritage Research da Stephen F. Austin University, Texas, EUA, os artefatos cerâmicos da coleção Valentin Calderón foram digitalizados …


Lost & Found, Owen Gottlieb, Ian Schreiber, Kelly Murdoch-Kitt Jan 2017

Lost & Found, Owen Gottlieb, Ian Schreiber, Kelly Murdoch-Kitt

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 first game in the series is a strategy game called Lost & …


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 …


Implementing Vocabutoons In The English Language Arts Classroom: Drawing Their Way To Success, William Sewell Jan 2017

Implementing Vocabutoons In The English Language Arts Classroom: Drawing Their Way To Success, William Sewell

Research & Publications

Although vocabulary acquisition remains a critical to literacy development, teachers infrequently devote classroom time to vocabulary exercises. In this article, the author demonstrates the use of "vocabutoons" as an instructional activity which draws upon students’ multiple literacies—in particular, visual literacy—in order to foster vocabulary development. Tooning is based upon the belief that "[p]roficient readers visualize what they read as they construct meaning from a text" (Onofrey & Leikam 682). Representative artwork created by English Education majors enrolled in a young adult literature course at a university in the Midwest will be featured to highlight the tooning process.