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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 …


Why Poetry Comics? An Overview Of The Form's Origins, Creative Potential, And Pedagogical Benefits, Mara Beneway May 2023

Why Poetry Comics? An Overview Of The Form's Origins, Creative Potential, And Pedagogical Benefits, Mara Beneway

Journal of Creative Writing Studies

Abstract: Poetry comics are a subgenre or hybrid form that appropriate elements and techniques from its foundational genres: poetry and comics. A form that braids literary traditions with visual art, poetry comics’ rich history and metaphorical possibility make for innate and deep engagement. This paper offers a brief history of visual poetry, an explicit definition of poetry comics along with theoretical context for engagement, and pedagogical approaches to using poetry comics in the creative writing classroom. In a discussion focused on interpretation and individual meaning-making, I reference Bianca Stone’s creative work, Sarah Minor’s scholarship on “textual reading” vs. “visual seeing,” …


Crossing The Boundaries: Integrating Poetry Writing With Translation Practice, Xia Fang Apr 2023

Crossing The Boundaries: Integrating Poetry Writing With Translation Practice, Xia Fang

Journal of Creative Writing Studies

How is poetry translation essentially different from poetry writing? Poetry writing pertains primarily to the acquisition of a main skills set, for instance the mastery of poetic forms and of literary devices. At the writing level, how does translation correlate with poetry writing? On the one hand, poetry translation predominantly grapples with losses and gains due to incongruities and constraints rooted in poetic forms. Either choosing to comply with or digressing from a certain poetic form remains a constant issue that poetry translation incontrovertibly addresses; the outcome of such often involving rewriting. On the other hand, the practice of poetry …


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 …


Extended Reality And The Graphic Design Curriculum, Tina Korani, Meghan Saas, Samantha Tan Apr 2022

Extended Reality And The Graphic Design Curriculum, Tina Korani, Meghan Saas, Samantha Tan

Frameless

VXR technology has seen significant growth in recent years across all commercial industries and is poised to continue that trend. The graphic design industry is embracing XR as a new medium, and XR skills are in high demand within the field. Institutions of higher education must adopt XR—and particularly AR—into the graphic design curriculum to keep pace with the industry. Several barriers are slowing this curricular adoption but can be overcome. Advances in AR technology have created an opportunity for its use as both a pedagogical tool and a creative medium. Integrating AR with traditional graphic design elements and principles …


Virtual Visits To Places Of Pain: The Digital Kormantin Project, Michael J. Jarvis Apr 2022

Virtual Visits To Places Of Pain: The Digital Kormantin Project, Michael J. Jarvis

Frameless

No abstract provided.


Extended Reality And The Graphic Design Curriculum, Tina Korani, Meghan Saas, Samantha Tan Apr 2022

Extended Reality And The Graphic Design Curriculum, Tina Korani, Meghan Saas, Samantha Tan

Frameless

As we rapidly move toward a fully virtual world, commercial industries and organizations are becoming increasingly competitive with their communications strategies so that they can continue to attract audiences’ attention and break through industry noise. As a result, the notion of “immersive experiences” is becoming more popular. XR technology is at the forefront of delivering unique, immersive and interactive experiences — and it has seen significant growth in recent years across all commercial industries and is poised to continue that trend.


Setting The Scene For Community-Based Learning: Creative Writing As A Platform For Inquiry And Integrative Learning, Adam Watkins Mar 2022

Setting The Scene For Community-Based Learning: Creative Writing As A Platform For Inquiry And Integrative Learning, Adam Watkins

Journal of Creative Writing Studies

Creative writing pedagogy has received a surge of critical interest of late, though much remains to be said about its capacity to support trans-disciplinary learning outcomes, such as those related to community-based learning. Through an assessment of a place-based course focused on community-based learning, this article provides evidence that creative writing assignments can be an effective learning tool for cultivating community engagement and intercultural competencies. The educational value of creative writing, this study shows, has much to do with its unique mode of inquiry, which is well suited for integrating diverse perspectives, multi-modal research, and multiple ways of knowing.


The Craft Of The Unknown: Transnational Texts In The Creative Writing Classroom, Hannah Kroonblawd Oct 2021

The Craft Of The Unknown: Transnational Texts In The Creative Writing Classroom, Hannah Kroonblawd

Journal of Creative Writing Studies

This article addresses the role(s) reading and exemplar texts play in the creative writing classroom, as well as the responsibility taken up by the creative writing instructor as they place particular texts before their students. Focusing on the introductory creative writing classroom and beginning with a general overview of the purpose (university-prescribed or generally implied) of such a space, this article promotes expansive and generous reading practices via transnational texts. Using cosmopolitanism as an anchor, and concluding with a list of practical in-print and online resources, this article asks how creative writers learn to make meaning, both for others and …


(Re)Considering Craft And Centralizing Cultures: A Revision Of The Introductory Creative Writing Workshop, Zoë Bossiere, Micah Mccrary Oct 2021

(Re)Considering Craft And Centralizing Cultures: A Revision Of The Introductory Creative Writing Workshop, Zoë Bossiere, Micah Mccrary

Journal of Creative Writing Studies

This article explores options for introductory creative writing curricula that allow for and encourage a greater consideration of personal identity and audience on the part of the student-author. It reaches toward possibilities for revising the introductory creative writing course as a space for student-authors to not only consider the cultural positions of the professional authors they study, but also the ways in which their own subject-positions influence their writing practices, craft choices, and understandings of genre. The article overall proposes a holistic revision to the standard, introductory creative writing curriculum, moving student-authors beyond considerations of “good” creative writing, and toward …


Build Your Own Body Mod: Empowerment Through Prototyping And Design, Anaiss Arreola, Katherine R. Ganim Sep 2021

Build Your Own Body Mod: Empowerment Through Prototyping And Design, Anaiss Arreola, Katherine R. Ganim

Journal of Science Education for Students with Disabilities

When you don’t have a hand, what could you have instead? This article introduces the impact of inviting youth with disabilities to learn tools and technology to design their own solutions and advocate for their own future. This approach to programming is rooted in a mindset of designing WITH, not FOR. Not only are design outcomes improved when users are incorporated into the process, but this approach has been shown to improve confidence in creating one’s own solutions. These programs include hands-on “design-your-own-body-mod” workshops, as well as a budding inclusive design consultancy led by youth with disabilities. Through this programming, …


Xr & Museums: Mixing Disciplines, Extending Boundaries, And Delivering Multi-Modal Experiences In A Post-Covid World, Gary D. Jacobs, Amanda Doherty, Juilee Decker, Joe Geigel Jul 2021

Xr & Museums: Mixing Disciplines, Extending Boundaries, And Delivering Multi-Modal Experiences In A Post-Covid World, Gary D. Jacobs, Amanda Doherty, Juilee Decker, Joe Geigel

Frameless

Our talk demonstrates and elaborates upon the ways in which the development of mixed reality with museum partners can, and has, fostered the mixing of disciplines among academic faculty, thereby encouraging the breaking down of silos in the university environment.


Ikkuma: An Artistic Vr Storytelling Experience, Yangli Liu Jul 2021

Ikkuma: An Artistic Vr Storytelling Experience, Yangli Liu

Frameless

Ikkuma is an interactive storytelling experience utilizing Tilt Brush and Unity. It is about a land being swallowed by the sea, where conflict cracks ice and fire tears families apart. Ikkuma is the Inuvialuit word for fire, a central element to the work. The fundamental theme of Ikkuma is global warming and its impact on the Arctic ecosystem. The players must learn to tame the fire in their hearts and the Inuit traditional knowledge if they hope to survive the harsh yet fragile Arctic tundra.


Designing Blended Experiences: Laugh Traders Design Fiction, Brian J. Okeefe Jul 2021

Designing Blended Experiences: Laugh Traders Design Fiction, Brian J. Okeefe

Frameless

The increasing ubiquity of interactions that involve complementary digital content, physical objects, and spaces, brings about new challenges for designers. There is a need to embed designs in legacy systems, whether those are existing physical structures or existing digital platforms. Traditional approaches to product design, interaction design, and user experience design often do not take this new context into account. Many systems do not consider how designers produce new digital and physical experiences that work harmoniously, while supporting new interactions and relationships with people (Imaz and Benyon 2007; Jetter, Geyer, Schwarz & Reiterer 2012). To address this, we propose the …


Stitching The Fragmented: 360° Videos For Language And Culture Learning, Melanie Peron, Victoria Karasic Jul 2021

Stitching The Fragmented: 360° Videos For Language And Culture Learning, Melanie Peron, Victoria Karasic

Frameless

Emerging technologies present new opportunities for students to bridge the distance of space and time, allowing them to relate to a difficult period in history: the Shoah. Over the last few years, students in a French history and culture course have participated in a series of digital projects ranging in nature from mapping to 3D modeling, with the latest being student-created 360° videos in order to fill in the blanks left by time in memory. These digital humanities projects allow students to walk the footsteps of survivors, vanished victims, and period writers in modern-day Paris by visiting physical places studied …


Changeling: A Single Player Vr Mystery, Kaitlyn S. Tran, Elouise Oyzon, Matthew Pressman, Stephen Callen, Kyle Lekkas, Joshua Bullock, Jake Johnson Jul 2021

Changeling: A Single Player Vr Mystery, Kaitlyn S. Tran, Elouise Oyzon, Matthew Pressman, Stephen Callen, Kyle Lekkas, Joshua Bullock, Jake Johnson

Frameless

Changeling is a VR narrative mystery game focusing upon immersive experience. It was created by aspiring game developers from the Rochester Institute of Technology to experience professional development. Each semester, different sets of students get to work on the game, with past ones working part time. Using the ideas of magical realism and urban fantasy we see each family member respond to uncertainty through the lens of their hopes and fears.


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 …


Transeuntis Mundi: An Installation About Migration And Human Legacy, Cândida Borges, Gabriel Mario Vélez Jul 2020

Transeuntis Mundi: An Installation About Migration And Human Legacy, Cândida Borges, Gabriel Mario Vélez

Frameless

Transeuntis Mundi is a journey through transcultural and transnational humanity and geography. It is presented as an immersive installation, powered by virtual reality, projection mapping, sound sculptures and performative actions, the audience is able to transit through places and ethnicities.


Cultivating Convergence Through Creative Nonfiction: Identity, Development, And The Metaphor Of Transfer, Wendy Ryden, Danielle Sposato Jan 2020

Cultivating Convergence Through Creative Nonfiction: Identity, Development, And The Metaphor Of Transfer, Wendy Ryden, Danielle Sposato

Journal of Creative Writing Studies

The authors explore the role of the creative nonfiction course in the development of a writerly self and propose a paradigm of developmental convergence to supplement composition studies’ metaphor of traditional transfer tied to outcomes-based education and assessment culture. The paper further considers the idea of CNF as method rather than genre and its ties to expressivism in composition studies and pedagogy.


Mainstreaming Creativity: Creative Writing Enters General Education’S Advanced Writing Requirement, John Paul Tassoni Jan 2020

Mainstreaming Creativity: Creative Writing Enters General Education’S Advanced Writing Requirement, John Paul Tassoni

Journal of Creative Writing Studies

This essay describes twenty-first century general education reforms that create opportunities for creative writing studies proponents to negotiate a central role for the field in the core curriculum. This essay draws on existent research in creative writing pedagogy to make a case for “Introduction to Creative Writing” as part of the advanced writing requirements appearing now in liberal education plans. The essay also draws from scholarship and anecdotes describing new directions in general education at the author’s own school as well as colleges and universities nationwide to identify trends that can curtail or facilitate CW’s status as mainstream curricular business.


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 …


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.


Jewish Time Jump: New York, Owen Gottlieb Nov 2019

Jewish Time Jump: New York, Owen Gottlieb

Articles

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 …


A Humanized View Of Second Language Learning Through Creative Writing: A Korean Graduate Student In The United States, Kyung Min Kim Oct 2018

A Humanized View Of Second Language Learning Through Creative Writing: A Korean Graduate Student In The United States, Kyung Min Kim

Journal of Creative Writing Studies

This case study traces the journey of a Korean graduate student’s English learning experience, drawing on autobiographical poetry, self-narrative, and interviews. Through a series of snapshot recollections, it illustrates the participant’s evolving subject position with English over the years from his childhood to graduate school. The article concludes that language learning is a transformative experience of constructing translingual identities which entails a wide spectrum of emotion, desire, and dedication: desire to understand the world; to be included in the world; to empower oneself as a user.


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 …


The Lost & Found Game Series: Teaching Medieval Religious Law In Context, Owen Gottlieb, Ian Schreiber Aug 2018

The Lost & Found Game Series: Teaching Medieval Religious Law In Context, 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. The Lost & Found 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 & Found …


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’ …


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 …