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Full-Text Articles in Education

Gifted Student Burnout, Lillian Clevenger Apr 2022

Gifted Student Burnout, Lillian Clevenger

Senior Honors Theses

Gifted Student Burnout may be part of the occurrence of fatigue that can affect students of all ages. This can range from elementary to high school. Burnout in gifted education is a relatively new area of research, as burnout research in students and the gifted programs themselves are also new. The potential causes and potential solutions will be used to differentiate classroom instruction for gifted students. As gifted students grow and begin to want more control over their learning, instruction will need to be adjusted to help students stay invested in their academics. There are possible outlying effects that the …


Stories That Shape Us, Lauren Dubas Apr 2020

Stories That Shape Us, Lauren Dubas

Honors Expanded Learning Clubs

This club is a Mythology Club that explores popular greek myths through fun and interactive activities. These actives are designed with 4th and 5th graders in mind, and are meant to provide an interesting way to interact with the mythology material presented during each lesson. The lessons do not build off of one another, and can be used in any order and still retain understanding of that myth.


"Clavis Aurea": An Augmented Reality Game For The Teaching Of Local History, George Koutromanos, Theodora Pittara, Christopher Tripoulas Jan 2020

"Clavis Aurea": An Augmented Reality Game For The Teaching Of Local History, George Koutromanos, Theodora Pittara, Christopher Tripoulas

Publications and Research

The aim of this study was the design, development, and evaluation of an Augmented Reality game to teach students about the local history of a Greek island. Design-based research served as the foundation of this study’s methodology. Experts in ICT in education, teachers with knowledge of the local history and primary education students participated in the evaluation of this study. The results of the evaluation showed that the game presents satisfactory levels of usability and that its content is compatible with the island’s local history. Among the factors influencing its use by students were internet connectivity, the large number of …


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 …


We’Ve Come A Long Way (Baby)! Or Have We? Evolving Intellectual Freedom Issues In The Us And Florida, L. Bryan Cooper, A.D. Beman-Cavallaro May 2018

We’Ve Come A Long Way (Baby)! Or Have We? Evolving Intellectual Freedom Issues In The Us And Florida, L. Bryan Cooper, A.D. Beman-Cavallaro

Works of the FIU Libraries

This paper analyzes a shifting landscape of intellectual freedom (IF) in and outside Florida for children, adolescents, teens and adults. National ideals stand in tension with local and state developments, as new threats are visible in historical, legal, and technological context. Examples include doctrinal shifts, legislative bills, electronic surveillance and recent attempts to censor books, classroom texts, and reading lists.

Privacy rights for minors in Florida are increasingly unstable. New assertions of parental rights are part of a larger conservative animus. Proponents of IF can identify a lessening of ideals and standards that began after doctrinal fruition in the 1960s …


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 …