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Full-Text Articles in Educational Technology

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 …


Youth’S Usage Of New Media: Exploring Learning And Identity Formation, Nurzali Ismail Oct 2020

Youth’S Usage Of New Media: Exploring Learning And Identity Formation, Nurzali Ismail

The Qualitative Report

This study investigated youth’s usage of new media technologies in and out of school as well as how it relates to learning and identity formation. Even though youth’s usage of new media in school is inferior compared to out of school, it does not mean that both contexts are disconnected. In fact, there is a possible relationship established between both contexts and such connection can prove to be significant for youth’s learning and identity formation. Communities of Practice (COPs) was adopted as the theoretical foundation of the study. The research method employed was case study. Data collection involved six 13 …


Reading Robot, Gillian Watts, Andrew Myers, Sabrinna Tan, Taylor Klein, Omeed Djassemi Jun 2020

Reading Robot, Gillian Watts, Andrew Myers, Sabrinna Tan, Taylor Klein, Omeed Djassemi

General Engineering

Presently, there is an insufficient availability of human experts to assist students in reading competency and comprehension. Our team’s goal was to create an improved socially assistive robot for use by therapists, teachers, and parents to help children and adults develop reading skills while they do not have access to specialists. HAPI is a socially assistive robot that we created with the goal of helping students practice their reading comprehension skills. HAPI enables a student to improve their reading skills without an educator present, while enabling educators to review the student's performance remotely. Design constraints included: physical size, weight, duration …


Simulating Real Lives: Promoting Global Empathy And Interest In Learning Through Simulation Games, Christine Bachen, Pedro F. Hernández-Ramos, Chad Raphael Aug 2012

Simulating Real Lives: Promoting Global Empathy And Interest In Learning Through Simulation Games, Christine Bachen, Pedro F. Hernández-Ramos, Chad Raphael

Communication

In response to an increasingly interdependent world, educators are demonstrating a growing interest in educating for global citizenship. Many definitions of the “good global citizen” value empathy as an especially important disposition for understanding others across national borders and cultural divides. Yet it may be difficult for people to achieve empathy with others who are perceived as psychologically and geographically distant. Can computerized simulation games help foster global empathy and interest in global civic learning? This quasiexperimental classroom study of 301 Northern California high school students in three schools examined the effects of playing REAL LIVES, a simulation game that …