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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 …


A Mathematical Model Of Juvenile Delinquency In The New York State, Oluwasegun Micheal Ibrahim Jan 2023

A Mathematical Model Of Juvenile Delinquency In The New York State, Oluwasegun Micheal Ibrahim

Articles

This report presents a mathematical model of juvenile delinquency in the New York State. In particular, we develop a juvenile delinquency system of non-linear differential equations using the mathematical epidemiology framework. In constructing this model, we assume that juvenile delinquency can be studied as a socially infectious disease. The stability of the juvenile delinquency-free equilibrium of the model is examined using the standard non-linear dynamical systems theory technique. We carried out a data fitting based on real-life data from the New York State Criminal Justice Services. The research result reveals that the formulated model conforms with the available data and …


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 …


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 …


Children’S Ethno-National Flag Categories In Three Divided Societies, Edona Maloku, Jocelyn B. Dautel, Ana Tomovska Misoska, Laura K. Taylor Oct 2020

Children’S Ethno-National Flag Categories In Three Divided Societies, Edona Maloku, Jocelyn B. Dautel, Ana Tomovska Misoska, Laura K. Taylor

Articles

Flags are conceptual representations that can prime nationalism and allegiance to one’s group. Investigating children’s understanding of conflict-related ethno-national flags in divided societies sheds light on the development of national categories. We explored the development of children’s awareness of, and preferences for, ethno-national flags in Northern Ireland, Kosovo, and the Republic of North Macedonia. Children displayed early categorization of, and ingroup preferences for, ethno-national flags. By middle-childhood, children’s conflict-related social categories shaped systematic predictions about other’s group-based preferences for flags. Children of minority-status groups demonstrated more accurate flag categorization and were more likely to accurately infer others’ flag preferences. While …


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 …


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 …


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 …


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 …


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

Articles

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

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.


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 …


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 …


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 …


Teaching Android Security Through Examples: A Publicly Available Database Of Vulnerable Apps, Daniel E. Krutz, Samuel A. Malachowsky Dec 2016

Teaching Android Security Through Examples: A Publicly Available Database Of Vulnerable Apps, Daniel E. Krutz, Samuel A. Malachowsky

Articles

Security is hard, and teaching security can be even harder. Here we describe a public educational activity to assist in the instruction of both students and developers in creating secure Android apps. Our set of activities includes example vulnerable applications, information about each vulnerability, steps on how to repair the vulnerabilities, and information about how to confirm that the vulnerability has been properly repaired. Our primary goal is to make these activities available to other instructors for use in their classrooms ranging from the K-12 to university settings. A secondary goal of this project is to foster interest in security …


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.


Case Study Two: Jewish Time Jump: New York, Owen Gottlieb Oct 2014

Case Study Two: Jewish Time Jump: New York, Owen Gottlieb

Articles

Gottlieb presents an early case study of his mobile augmented reality game Jewish Time Jump: New York design on the ARIS platform for the iPhone and iPad (iOS). The game is set on-location in Washington Square Park in New York city. Players in 5th-7th grade take on the role of time-traveling reporters, landing on site on the eve of the Uprising of 20,000, the largest women-led strike in U.S. History. Based on their GPS location they receive media from over 100 years in the past, interactive with digital characters as they work to gather a story for the fictional Jewish …


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?”


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 …


Integrating Emotional Attachment And Sustainability In Electronic Product Design, Alex Lobos, Callie W. Babbitt Mar 2013

Integrating Emotional Attachment And Sustainability In Electronic Product Design, Alex Lobos, Callie W. Babbitt

Articles

Current models for Information and Communication Technology (ICT) products encourage frequent product replacement with newer versions that offer only minor incremental improvements. This pattern, named planned obsolescence, diminishes user experience and shortens product lifespan. This paper presents the conceptual basis for a two-part integrated approach to combating planned obsolescence in ICT devices. First, design for emotional attachment, which creates products that users enjoy, value, and use for longer. Second, technological adaptability, which anticipates product upgrades and repairs as new technologies emerge. A model interdisciplinary design course in industrial design and sustainability, also described herein, trains students to apply this approach …