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Curriculum and Social Inquiry Commons™
Open Access. Powered by Scholars. Published by Universities.®
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Articles 1 - 8 of 8
Full-Text Articles in Curriculum and Social Inquiry
Michelle Ann Abate And Gwen Athene Tarbox. Graphic Novels For Children And Young Adults. Up Of Mississippi, 2017., Carlos G. Kelly
Michelle Ann Abate And Gwen Athene Tarbox. Graphic Novels For Children And Young Adults. Up Of Mississippi, 2017., Carlos G. Kelly
Studies in 20th & 21st Century Literature
Review of Michelle Ann Abate and Gwen Athene Tarbox. Graphic Novels for Children and Young Adults. UP of Mississippi, 2017.
The Apparition Of These Screens In The Crowd, Trey Conatser
The Apparition Of These Screens In The Crowd, Trey Conatser
Greater Faculties: A Review of Teaching and Learning
To unpack some of our assumptions about attention, learning, and technology in the classroom, CELT's Trey Conatser spoke with Dr. Yuha Jung and Dr. Rachel Shane of the Department of Arts Administration. Jung and Shane have worked with colleagues to integrate technologies into their teaching so that students are more likely to be on task. What follows is an informal exploration of what it means to pay attention and to learn in the context of the contested value of digital technologies.
The Building Blocks Of History, Nicole Martin
The Building Blocks Of History, Nicole Martin
Greater Faculties: A Review of Teaching and Learning
Dr. Steve Davis is an Assistant Professor of History at the University of Kentucky, where he teaches precolonial and modern South African history using the popular video game Minecraft. CELT's Dr. Nicole Martin asked Dr. Davis about his goals for student learning, and how he encourages students to develop skills in historical analysis through virtual world-building.
New Design Principles For Mobile History Games, Owen Gottlieb
New Design Principles For Mobile History Games, Owen Gottlieb
Presentations and other scholarship
This study draws on design-based research on an ARIS–based mobile augmented reality game for teaching early 20th century history. New design principles derived from the study include the use of supra-reveals, and bias mirroring. Supra-reveals are a kind of foreshadowing event in order to ground historical happenings in the wider enduring historical understanding. Bias mirroring refers to a nonplayer character echoing back a player’s biased behavior, in order to open the player to listening to alternative perspectives. Supra-reveals engendered discussion of historical themes early in the game experience. The results showed that use of a cluster of NPC bias mirroring …
Time Travel, Labour History, And The Null Curriculum: New Design Knowledge For Mobile Augmented Reality History Games, Owen Gottlieb
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 …
Reimagining The Stacks: Classroom Technology And Library Collaboration For Writing In The Disciplines, Jossalyn Larson, Daniel C. Reardon
Reimagining The Stacks: Classroom Technology And Library Collaboration For Writing In The Disciplines, Jossalyn Larson, Daniel C. Reardon
The Journal of Student Success in Writing
This article details the process by which one university redesigned a first year writing course to better promote discipline-specific and best-practice research techniques. The program offers experiential learning activities through scholarly collaboration, using library staff as mentors, producing an open-access peer-reviewed student journal, and emphasizing face-to-face interaction of peer research communities. It has the potential to establish for students in high school, community colleges and universities that research writing is fundamentally about joining and contributing to a conversation.
Lost & Found, Owen Gottlieb, Ian Schreiber, Kelly Murdoch-Kitt
Lost & Found, Owen Gottlieb, Ian Schreiber, Kelly Murdoch-Kitt
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 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 in our pluralist democracy.
The first game in the series is a strategy game called Lost & …
Multimodal Pedagogies, Processes And Projects: Writing Teachers Know More Than We May Think About Teaching Multimodal Composition, Jessica B. Gordon
Multimodal Pedagogies, Processes And Projects: Writing Teachers Know More Than We May Think About Teaching Multimodal Composition, Jessica B. Gordon
Theses and Dissertations
Multimodal writing refers to texts that use more than one communicative mode to convey information. While there is much scholarship that examines the history of alphabetic writing instruction and the alphabetic composing processes of students, little research explores the historical origins of multimodal composition and the processes in which students engage as they compose multimodal texts. This two-part project takes a fresh approach to studying multimodal writing by exploring the multimodal pedagogies of ancient Greek and Roman rhetoric and writing teachers, analyzing the role of mental and physical images in modern writers’ composing practices, and investigating contemporary students’ processes for …