Open Access. Powered by Scholars. Published by Universities.®

Education Commons

Open Access. Powered by Scholars. Published by Universities.®

Articles 1 - 13 of 13

Full-Text Articles in Education

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 …


Teaching Cybersecurity To Students With Visual Impairments And Blindness, Jesse R. Hairston, Tania Williams, Derrick W. Smith Ed.D., Coms, William T. Sabados Ph.D., Steven Forney Mar 2020

Teaching Cybersecurity To Students With Visual Impairments And Blindness, Jesse R. Hairston, Tania Williams, Derrick W. Smith Ed.D., Coms, William T. Sabados Ph.D., Steven Forney

Journal of Science Education for Students with Disabilities

This work showcases specific adaptations used to make cybersecurity accessible to high school students with visual impairments and blindness (VIB). The rapidly growing field of cybersecurity demands a diverse workforce; however, barriers exist which can deter students with disabilities from studying cybersecurity, let alone pursuing a career in the field. To help overcome this challenge, we launched the first GenCyber camp specifically developed and instructed for high school students with VIB in summer 2019. We created a unique learning environment by combining interactive instructional aids, accessible development environments, and innovative instructional strategies. With intent to show cybersecurity as a viable …


Lost & Found: New Harvest, Owen Gottlieb, Ian Schreiber Jan 2020

Lost & Found: New Harvest, Owen Gottlieb, Ian Schreiber

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.

Set in Fustat (Old Cairo) in the 12th century, a great crossroads of Islam, Judaism, and Christianity. 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 …


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 …


Teaching Science Through Inquiry Based Field Experiences Using Orientation And Mobility, Danene K. Fast, Tiffany A. Wild Oct 2018

Teaching Science Through Inquiry Based Field Experiences Using Orientation And Mobility, Danene K. Fast, Tiffany A. Wild

Journal of Science Education for Students with Disabilities

Instruction in science can be difficult for students with visual impairments due to the use of visual instruction that is often used for conceptual understanding. Pedagogical approaches to teaching science continue to evolve, with inquiry-based science instruction as a primary instructional method used in current classrooms.

In teaching students with visual impairments, inquiry is a strategy that has been traditionally been used in orientation and mobility (O&M) instruction, in an effort to teach students with vision loss to explore and make conclusions about their environments through the use of all senses.

The purpose of this review is to outline how …


Statefulness And Tangible Interaction In Design Education, Alex Lobos, Tim J. Wood Aug 2017

Statefulness And Tangible Interaction In Design Education, Alex Lobos, Tim J. Wood

Presentations and other scholarship

Interaction in Industrial Design is expanding from tangible realms to intangible digital experiences. In this new environment, Interaction Design provides logical sequences and behaviors that allow users to easily navigate through complex workflows. This paper discusses a framework in which interaction design provides an innovative approach to traditional industrial design. This includes the concept of ‘statefulness’, where the dynamic changes of complex systems are broken down into states that can be defined and manipulated in order to achieve a desired user experience. This framework goes beyond having physical components of a product control digital interfaces and develops experiences that jump …


Game Design & Development Curriculum: History & Future Directions, Elizabeth L. Lawley, Roger Altizer, Tracy Fullerton, Andrew Phelps, Constance Steinkuehler Aug 2017

Game Design & Development Curriculum: History & Future Directions, Elizabeth L. Lawley, Roger Altizer, Tracy Fullerton, Andrew Phelps, Constance Steinkuehler

Presentations and other scholarship

It has been nearly twenty years since the first undergraduate degree program in computer game development was established in 1998. Since that time, the number and size of programs in game design and development have grown at a rapid pace. While there were early efforts to establish curricular guidelines for the field, these face a number of challenges given the diverse range of academic homes for game-related programs. This panel will address the history of curricular development in the field, both in individual programs and across institutions. It will also explore the potential risks and rewards of developing curricular and/or …


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 …


Stemming On Stem: A Stem Education Framework For Students With Disabilities, Jiwon Hwang, Jonte C. Taylor Jun 2016

Stemming On Stem: A Stem Education Framework For Students With Disabilities, Jiwon Hwang, Jonte C. Taylor

Journal of Science Education for Students with Disabilities

There has been increased attention paid to science, technology, engineering, and mathematics also known as STEM. The focus on STEM has been both educational and occupational. Unfortunately, students with disabilities perform below their peers without disabilities in math and science. The authors discuss issues related to STEM and students with disabilities. These issues include (1) traditional views of STEM education, (2) the importance of STEM education, and (3) students with disabilities performance in STEM. The authors posit a framework for STEM education for students with disabilities and promote the incorporation of the arts to increase students’ STEM knowledge and achievement.


Ambiguity In Speaking Chemistry And Other Stem Content: Educational Implications, Mick D. Isaacson, Michelle Michaels Sep 2015

Ambiguity In Speaking Chemistry And Other Stem Content: Educational Implications, Mick D. Isaacson, Michelle Michaels

Journal of Science Education for Students with Disabilities

Ambiguity in speech is a possible barrier to the acquisition of knowledge for students who have print disabilities (such as blindness, visual impairments, and some specific learning disabilities) and rely on auditory input for learning. Chemistry appears to have considerable potential for being spoken ambiguously and may be a barrier to accessing knowledge and to learning. Educators in chemistry may be unaware of, or have limited awareness of, potential ambiguity in speaking chemistry and may speak chemistry ambiguously to their students. One purpose of this paper is to increase awareness of potential ambiguity in speaking chemistry and other STEM fields …


Nurturing Play-Makers & Active Investigative Agents: Schwartz Tag, Good Video Games And Futures Of Jewish Learning, Owen Gottlieb Oct 2014

Nurturing Play-Makers & Active Investigative Agents: Schwartz Tag, Good Video Games And Futures Of Jewish Learning, Owen Gottlieb

Articles

How can an experiential approach to education, in combination with a games-based orientation, help us reach often-elusive educational goals? In many ways the study of games and game design bring us back to tenets of education that we have long known, including the benefits of self-directed learning and project-based work. Games-based design and learning may provide a way to shift the discussion from “What should an educated Jew know?” to “How does a learner develop a taste for Jewish learning and living?”


An Exploration Into The Barriers And Facilitators Experienced By University Graduates With Disabilities Requiring Personal Assistance Services, Norma J. Stumbo, Bradley N. Hedrick, Courtney Weisman, Jay K. Martin Apr 2014

An Exploration Into The Barriers And Facilitators Experienced By University Graduates With Disabilities Requiring Personal Assistance Services, Norma J. Stumbo, Bradley N. Hedrick, Courtney Weisman, Jay K. Martin

Journal of Science Education for Students with Disabilities

The purpose of this preliminary study was to explore the residual barriers and facilitators for a selected group of individuals with severe physical disabilities who had been afforded a comprehensive set of strategies and services aimed at meeting their basic personal as well as academic needs. Their perceptions of both barriers and facilitators, experienced while in school and post-graduation, were the focus of this qualitative research study. Due to the funding source, differences between individuals who majored in science, technology, engineering, and mathematics (STEM) and non-STEM fields were also explored. Personal interviews were conducted with a stratified random sample of …


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 …