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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 …


Interfacing Between Blended Case Teaching And International Case Competitions As Undergraduate Student Inquiry And Literacy In Marketing Programmes, Roisin Donnelly, Roger Sherlock Jan 2023

Interfacing Between Blended Case Teaching And International Case Competitions As Undergraduate Student Inquiry And Literacy In Marketing Programmes, Roisin Donnelly, Roger Sherlock

Articles

This practice example explores the inquiry-based relationship for students between case teaching and international competitions in Marketing. This work is based on the premise that undergraduate Marketing students in a College of Business should experience learning through and about inquiry and enhance their research literacy as a result. Although for many students research-oriented ways of engaging them with inquiry are fairly passive experiences, we believe student engagement in case study competitions offer a primarily active and exciting learning opportunity. In a broader sense, the framework offered by Healey & Jenkins (2009) which is explored in this example, is based on …


Collaborative Constructions: Designing High School History Curriculum With The Lost & Found Game Series, Owen Gottlieb, Shawn Clybor Oct 2022

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 …


From Genetics To Biotechnology: Synthetic Biology As A Flexible Course-Embedded Research Experience, Kristen C. Johnson, Jamie L. Sabel, Judith Cole, Christin Pruett, Ruth Plymale, Nathan S. Reyna Sep 2022

From Genetics To Biotechnology: Synthetic Biology As A Flexible Course-Embedded Research Experience, Kristen C. Johnson, Jamie L. Sabel, Judith Cole, Christin Pruett, Ruth Plymale, Nathan S. Reyna

Articles

The need for changing how science is taught and the expansion of undergraduate research experiences is essential to foster critical thinking in the Natural Sciences. Most faculty research programs only involve a small number of upper-level undergraduate students each semester. The course-based undergraduate research experience (CURE) model enables more students to take ownership over an independent project and experience authentic research. Further, by creating projects that fit into a curriculum's learning goals and student-oriented outcomes, departments help strengthen critical thinking skills in the classroom. Here, we report on the incorporation of a synthetic biology CURE into a mid-level cellular biology …


All Things Merge Into One, And A River Runs Through It: Exploring The Dimensions Of Blended Learning By Developing A Case Study Template For Blended Activities, Damian Gordon, Paul Doyle, Anna Becevel, Tina Baloh Jan 2022

All Things Merge Into One, And A River Runs Through It: Exploring The Dimensions Of Blended Learning By Developing A Case Study Template For Blended Activities, Damian Gordon, Paul Doyle, Anna Becevel, Tina Baloh

Articles

The BLITT (Blended Learning International Train the Trainer) Project is focused on developing a training programme to equip teachers to become proficient in championing the use of Blended Learning in the classroom. The training programme will be developed in two phases, in the first phase involves the development of a series of case studies relevant to Blended Learning, followed by a second phase where the BLITT training programme will be designed and developed, using input from these cases. In developing the blended learning case studies, two key documents were identified as being essential, first, a case study tracking template to …


The Impact Of A Professional Development Mooc On The Teaching Beliefs Of University Science Laboratory Teachers, Natasa Brouwer, Gunther Fleerackers, Iwona Maciejowska, Claire M. Mcdonnell, Mauro Mocerino Jan 2022

The Impact Of A Professional Development Mooc On The Teaching Beliefs Of University Science Laboratory Teachers, Natasa Brouwer, Gunther Fleerackers, Iwona Maciejowska, Claire M. Mcdonnell, Mauro Mocerino

Articles

This study contributes to the understanding of online professional development of university STEM (Science, Technology, Engineering and Mathematics) lecturers. An active learning massive open online course (MOOC) to develop best practice in teaching in university science laboratories was developed using the ADDIE (Analysis, Design, Development, Implementation, Evaluation) model in three cycles. The teaching beliefs and intentions of the participants were determined before and after they completed the MOOC and their level of satisfaction with this professional development opportunity was examined using a survey. The results showed high completion rates and an appreciation of the online course design. Participants who completed …


Evaluating A Peer Assisted Learning Programme For Mature Access Foundation Students Undertaking Computer Programming At An Irish University, Nevan Bermingham, Frances Boylan, Barry J. Ryan Jan 2022

Evaluating A Peer Assisted Learning Programme For Mature Access Foundation Students Undertaking Computer Programming At An Irish University, Nevan Bermingham, Frances Boylan, Barry J. Ryan

Articles

Access Foundation Programmes are a widening-participation initiative designed to encourage engagement in higher education among under-represented groups. This includes socioeconomic and educational disadvantage. Mature students in particular enrolled on these programmes experience greater difficulties making the transition to tertiary education, especially when they opt to study disciplines traditionally considered difficult. Computer programming is perceived as a traditionally difficult subject with lower pass rates and progression rates typically than other subjects.

This paper describes the first of a three-cycle action research study examining the perceived effects of a structured Peer Assisted Learning (PAL) Programme for mature students enrolled on a computer …


The 4c’S Of Pal – An Evidence-Based Model For Implementing Peer Assisted Learning For Mature Students, Nevan Bermingham, Frances Boylan, Barry J. Ryan Jan 2022

The 4c’S Of Pal – An Evidence-Based Model For Implementing Peer Assisted Learning For Mature Students, Nevan Bermingham, Frances Boylan, Barry J. Ryan

Articles

Peer Assisted Leaning (PAL) programmes have been shown to enhance learner confidence and have an overall positive effect on learner comprehension, particularly in subjects traditionally perceived as difficult. This research describes the findings of a three-cycle Action Research study into the perceived benefits of implementing such a programme for mature students enrolled on a computer science programming module on an Access Foundation Programme in an Irish University. The findings from this study suggest that peer learning programmes offer students a valued support structure that aids transition and acculturation into tertiary education whilst simultaneously improving their subject-matter comprehension and confidence. An …


Synergies In Scholarship At The Research Teaching Nexus At Tu Dublin: Building Research Synergies Into Teaching Activity Workshop, Deirdre Mcquillan Jun 2021

Synergies In Scholarship At The Research Teaching Nexus At Tu Dublin: Building Research Synergies Into Teaching Activity Workshop, Deirdre Mcquillan

Articles

Objective of workshop is to provide and recognise possibilities for research synergies for individuals attending and to help participants develop more research supportive personal teaching philosophies. The workshop is evidence based and drawn from a survey of academics at TU Dublin in early 2021 on research synergies at the research teaching nexus.


Synergies In Scholarship At The Research Teaching Nexus, Deirdre Mcquillan Jan 2021

Synergies In Scholarship At The Research Teaching Nexus, Deirdre Mcquillan

Articles

Survey instrument for examining research synergies in scholarship at the research teaching nexus


You Can't Lose A Game If You Don't Play The Game: Exploring The Ethics Of Gamification In Education, Dympna O'Sullivan, Ioannis Stavrakakis, Damian Gordon, Andrea Curley, Brendan Tierney, Emma Murphy, Michael Collins, Anna Becevel Jan 2021

You Can't Lose A Game If You Don't Play The Game: Exploring The Ethics Of Gamification In Education, Dympna O'Sullivan, Ioannis Stavrakakis, Damian Gordon, Andrea Curley, Brendan Tierney, Emma Murphy, Michael Collins, Anna Becevel

Articles

Gamification has been hailed as a meaningful solution to the perennial challenge of sustaining student attention in class. It uses facets of gameplay in an educational context, including things such as points, leaderboards and badges. These are clearly efforts to make the student experience more entertaining and engaging, but nonetheless, they are also clearly digital nudges and attempts to change the students’ behaviours and attitudes to a specific set of concepts, and in which case they must, and should, be subject to the same ethical scrutiny as any other form of persuasion technique, as they may be unintentionally eroding the …


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 …


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 …


Asynchronous Assistance: A Social Network Analysis Of Influencing Peer Interactions In Peerwise, Tomas Shields, Geraldine Gray, Barry J. Ryan Jun 2020

Asynchronous Assistance: A Social Network Analysis Of Influencing Peer Interactions In Peerwise, Tomas Shields, Geraldine Gray, Barry J. Ryan

Articles

This mixed methods, investigative case study explored student patterns of use within the online PeerWise platform to identify the most influencing activities and to build a model capable of predicting performance based on these influencing activities. Peerwise is designed to facilitate student peer-to-peer engagement through creating, answering and ranking multiple choice questions; this study sought to understand the relationship between student engagement in Peerwise and learning performance. To address the research question, various usage metrics were explored, visualized and modelled, using social network analysis with Gephi, Tableau and Python. These findings were subsequently analyzed in light of the qualitative survey …


Teaching Business Statistics: Some Useful Relationships, Phil Rice, Chris Brune Apr 2020

Teaching Business Statistics: Some Useful Relationships, Phil Rice, Chris Brune

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The purpose of this paper is to suggest an instructional approach in the introductory business statistics course that utilizes relationships between separately introduced topics. The paper will explore three “useful relationships” that can assist classroom instruction: (1) the relationship between the simple arithmetic mean, the weighted arithmetic mean, and the expected value of a discrete probability distribution; (2) the relationship between the use of the multiplication rule to calculate the joint probability associated with two events, use of tree diagrams, and the use of the binomial and hypergeometric distributions; and (3) the relationship between the geometric mean and the compound …


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.


Using Blended Learning To Enhance The Experience Of Students In Built Environment Related Degree Programs, Philip Russell, Ruairi Hayden Dec 2019

Using Blended Learning To Enhance The Experience Of Students In Built Environment Related Degree Programs, Philip Russell, Ruairi Hayden

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Blended learning was introduced into the Construction Management programme in the School of Surveying and Construction Management at the Technological University Dublin in 2016. The module has traditionally been delivered by face-to-face teaching but online delivery has been facilitated using the Virtual Learning Environment (Blackboard) which has enabled a more blended approach to academic instruction. This innovative change to module provision has also provided an opportunity to enhance the student learning experience within the School through a more flexible teaching and learning environment. In this paper, the design, development and implementation of blended learning into a Construction Technology module is …


Jewish Time Jump: New York, Owen Gottlieb Nov 2019

Jewish Time Jump: New York, Owen Gottlieb

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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 …


Comparing Grounded Theory And Phenomenology As Methods To Understand Lived Experience Of Engineering Educators Implementing Problem-Based Learning, Shannon Chance, Gavin Duffy, Brian Bowe Jan 2019

Comparing Grounded Theory And Phenomenology As Methods To Understand Lived Experience Of Engineering Educators Implementing Problem-Based Learning, Shannon Chance, Gavin Duffy, Brian Bowe

Articles

Convincing teachers to implement pedagogical innovations is notoriously hard. This research project investigated the shift in pedagogical approach among a small group of faculty as they replaced traditional lecture-based methods with problem-based learning projects. Interviews were conducted with eight drivers of this change, around the question: What was it like to be part of a learning group focused on tangible change toward student-centred learning? Objectives were to understand how pedagogical change happened in an electrical engineering programme at a post-secondary institution in Ireland; analyse data using two different research methods; describe the processes, results, and findings, determining: To what extents …


Direct Instruction And Its Extension With A Community Of Inquiry: A Comparison Of Mental Workload, Performance And Efficiency, Giuliano Orru, Luca Longo Jan 2019

Direct Instruction And Its Extension With A Community Of Inquiry: A Comparison Of Mental Workload, Performance And Efficiency, Giuliano Orru, Luca Longo

Articles

This paper investigates the efficiency of two instructional design conditions: a traditional design based on the direct instruction approach to learning and its extension with a collaborative activity based upon the community of inquiry approach to learning. This activity was built upon a set of textual trigger questions to elicit cognitive abilities and support knowledge formation. A total of 115 students participated in the experiments and a number of third-level computer science classes where divided in two groups. A control group of learners received the former instructional design while an experimental group also received the latter design. Subsequently, learners of …


Academic Twitter And Professional Learning: Myths And Realities, Muireann Okeeffe Jan 2018

Academic Twitter And Professional Learning: Myths And Realities, Muireann Okeeffe

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Social networking sites provide opportunities for informal and social learning of academic practices in higher education, yet not all academics engage in these spaces. This qualitative study suggests that while Twitter offers informal opportunities for academi development, inhibiting factors prevent staff from establishing their social presence and participating in conversations on academic Twitter.


Programming: Predicting Student Success Early In Cs1. A Re-Validation And Replication Study, Keith Quille, Susan Bergin Jan 2018

Programming: Predicting Student Success Early In Cs1. A Re-Validation And Replication Study, Keith Quille, Susan Bergin

Articles

This paper describes a large, multi-institutional revalidation study conducted in the academic year 2015-16. Six hundred and ninetytwo students participated in this study, from 11 institutions (ten institutions in Ireland and one in Denmark). The primary goal was to validate and further develop an existing computational prediction model called Predict Student Success (PreSS). In doing so, this study addressed a call from the 2015 ITiCSE working group (the second "Grand Challenge"), to "systematically analyse and verify previous studies using data from multiple contexts to tease out tacit factors that contribute to previously observed outcomes". PreSS was developed and validated in …


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

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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

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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.


Delivering Design Fundamentals Using Relevant Learning Theories In The Delivery Of An Interior Design Project At Third Level, Tracey Dalton Jun 2017

Delivering Design Fundamentals Using Relevant Learning Theories In The Delivery Of An Interior Design Project At Third Level, Tracey Dalton

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This is a reflection on teaching practice, focussing on design process in a BA Honours in Design – Interior and Furniture, in Dublin Institute of Technology (DIT). An intrinsic case study approach (Stake 1995) was taken for this research, which focussed on the use of the learning theories in the delivery of an undergraduate interior design project brief. A third year commercial office design project has been used to assess teaching and learning styles. This article will show that, in terms of delivery, in a typical third level interior design project in DIT, the process incorporates all of the learning …


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

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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 …


Universal Design Across The Curriculum: Training For Students And Teachers, Trish Mackeogh, James Hubbard, Kieran O'Callaghan Jan 2017

Universal Design Across The Curriculum: Training For Students And Teachers, Trish Mackeogh, James Hubbard, Kieran O'Callaghan

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Providing an inclusive educational setting for children with disabilities is essential if they are to truly benefit from mainstream education. Universal design (UD) provides a framework to develop our classrooms, materials and methods to accommodate diverse learners and students with special educational needs without the need to retrofit or remove the student from the classroom. This paper outlines the theory and the approach of two training courses on Universal Design developed for teachers and students.


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

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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 …


Who Really Said What? Mobile Historical Situated Documentary As Liminal Learning Space, Owen Gottlieb Dec 2016

Who Really Said What? Mobile Historical Situated Documentary As Liminal Learning Space, Owen Gottlieb

Articles

This article explores the complexities and affordances of historical representation that arose in the process of designing a mobile augmented reality video game for teaching history. The process suggests opportunities to push the historical documentary form in new ways. Specifically, the article addresses the shifting liminal space between historical fiction narrative, and historical interactive documentary narrative. What happens when primary sources, available for examination are placed inside of a historically inspired narrative, one that hews closely to the events, but creates drama through dialogues between player and historical figure? In this relatively new field of interactive historical situated documentary, how …