Get Out The Vote,
2024
University of North Dakota
Get Out The Vote, Gyuri Kim
Get Out The Vote Poster Exhibit
This is an illustration poster, which only uses illustrations. The message of this poster is to make people vote for the election.
Video Game Review — Final Fantasy Xiv: Level Up Forever,
2024
Northeastern State University
Video Game Review — Final Fantasy Xiv: Level Up Forever, Brian Cowlishaw
Dialogue: The Interdisciplinary Journal of Popular Culture and Pedagogy
Review of the video game Final Fantasy XIV: Level Up Forever.
Savior Syndrome,
2024
Kennesaw State University
Savior Syndrome, Laila Evans
Student Sequential Art and Comics
A fantastical and mildly exaggerated autobiographical comic detailing an anecdote from my experiences of being a people pleaser.
Bug Buddies,
2024
Kennesaw State University
Bug Buddies, Halen Willoughby
Animation Student Work
A 6 page zine about 2 best friends who "bug" each other.
Modern Tools, Ancient Skills: An Attempted Dialogue Between Ai, Design And Traditional Craft,
2024
Rhode Island School of Design
Modern Tools, Ancient Skills: An Attempted Dialogue Between Ai, Design And Traditional Craft, Paolo Cardini, Juan C. Noguera
Tradition Innovations in Arts, Design, and Media Higher Education
This study explores the integration of artificial intelligence (AI) tools in traditional craft practices, focusing on Guatemalan artisans. The research investigates how machine learning, specifically generative AI platforms like OpenAI’s DALL-E and Midjourney, can bridge the gap between traditional craftsmanship and contemporary design methods. Guatemalan artisans were trained to use these AI tools to generate design ideas, which were then translated into three-dimensional bronze door knockers. The study analyzes the impact of AI on the artisans' workflow, creativity, and business, highlighting both the challenges and benefits. Results indicate that AI can streamline the design process and inspire new creative directions, …
Three Characters And Me(Me): Positioning Popular Culture To Unpack Emerging Teacher Identity,
2024
State University of New York College at Cortland
Three Characters And Me(Me): Positioning Popular Culture To Unpack Emerging Teacher Identity, Gillian E. Mertens, Henry (Cody) C. Miller
Dialogue: The Interdisciplinary Journal of Popular Culture and Pedagogy
In this article we narrate an instructional practice we implemented in two different teacher education courses that facilitated conversations about teacher identity through the use of fictional characters who were educators. This practice served two purposes in our course work: firstly, this activity presents students with an opportunity to demonstrate their media interests and career goals; secondly, this activity provides a quick, baseline assessment of how aspiring teachers view their profession and future practice. We detail student responses to this activity and consider how their choices of fictional educators fit into broader patterns we see in popular culture, specifically depictions …
Ways Of Decoloniality By The Painted Lady: Avatar: The Last Airbender’S Katara Demonstrates How To Revive A Community In Ecological Distress Brought By The Colonial Expansion Of The Fire Nation,
2024
Texas Tech University
Ways Of Decoloniality By The Painted Lady: Avatar: The Last Airbender’S Katara Demonstrates How To Revive A Community In Ecological Distress Brought By The Colonial Expansion Of The Fire Nation, Jose Santos P. Ardivilla
Dialogue: The Interdisciplinary Journal of Popular Culture and Pedagogy
In the third episode of Avatar: The Last Airbender’s Book 3: The Book Of Fire, the “Gaang” consisting of Avatar Aang, Toph, Sokka, and Katara chanced upon a fishing village on stilts,ravaged by the pollution of its waterways. The pollution comes from the industrial activity of the Colonial Masters’ Fire Nation which greatly affected the village. This animation is from Nickelodeon, a channel geared for children’s entertainment, thus implicates humorous asides in what purports to be a serious epicurean reclaiming of a lost balance through indigenous visual culture, solidarity, media studies, and ecocriticism. Katara disguises herself as …
Gad314.3 Proof Of Concept Example 3,
2024
SAE Institute Australasia
Gad314.3 Proof Of Concept Example 3, Sae University College
Exemplars
GAD314.3 Proof of Concept submission of high quality to be used as an exemplar for future trimesters
Gad314.3 Proof Of Concept Example 2,
2024
SAE Institute Australasia
Gad314.3 Proof Of Concept Example 2, Sae University College
Exemplars
GAD314.3 submission of high quality to be used as an exemplar for future trimesters.
Peril And Promise: Student Experiences Of Virtual Reality And Implications For Inclusive Social Justice Pedagogy,
2024
Dominican University
Peril And Promise: Student Experiences Of Virtual Reality And Implications For Inclusive Social Justice Pedagogy, Michelle Vannatta
Dialogue: The Interdisciplinary Journal of Popular Culture and Pedagogy
Virtual reality (VR) is a fast-evolving technology rapidly being integrated into education and training in multiple sectors of society. As the use of VR spreads, it is important to critically analyze both its role in effective pedagogies and how students experience it. Virtual reality has extraordinary promise for deeply engaging students, and it also poses particular challenges for equitable and effective teaching of diverse students. This paper discusses students’ responses to a VR exercise and examines some of the complexities VR presents around racial justice, gender equity, and economic fairness. Virtual reality technology may be less effective and less comfortable …
It’S Dangerous To Learn Alone – Play This: Video Games In Higher Education, Particularly In The Composition Classroom,
2024
Southern Utah University
It’S Dangerous To Learn Alone – Play This: Video Games In Higher Education, Particularly In The Composition Classroom, Joy Sterrantino
Dialogue: The Interdisciplinary Journal of Popular Culture and Pedagogy
When people think of educational games, they often just think of ones geared towards kids: these might include spelling and vocabulary games like Scribblenauts, creative games such as Minecraft, as well as historical games such as Carmen [Sandiego]’s Ancient Caper, but according to the Entertainment Software Association in 2019, 65% of adults play video games (almost half of which are female), the average gamer is 33 years old, and 63% of all gamers are playing with others at least one hour a week (“Essential Facts” 4, 5, 8). This means that the majority of …
Pop Culture And Politics: Engaging Students In American Government Through Art, Music, And Film,
2024
University of Indianapolis
Pop Culture And Politics: Engaging Students In American Government Through Art, Music, And Film, Laura Merrifield Wilson
Dialogue: The Interdisciplinary Journal of Popular Culture and Pedagogy
Strategically and thoughtfully employing popular culture in teaching political science can enable students to better understand, analyze, and relate to the material. In a discipline that can be viewed by students as too boring, too distant, and too polarizing, the use of relevant music, TV/film clips, toys, memes, and other popular culture artifacts can engage otherwise unengaged students in a meaningful way. This paper argues that using popular culture in teaching political science can demonstrate relevance, serve as a generational translator, expose the bias of experience, and enable an expression of self. In demonstrating relevance, popular culture makes material fresh …
Visuality Of Race In Popular Culture: Teaching Racial Histories And Iconography In Media,
2024
Ohio State University
Visuality Of Race In Popular Culture: Teaching Racial Histories And Iconography In Media, Joni Boyd Acuff, Amelia M. Kraehe
Dialogue: The Interdisciplinary Journal of Popular Culture and Pedagogy
The repetition of racist imagery from historical to contemporary popular culture is indicative of a lack of visual culture education among artists, designers, and other creative cultural producers working today. This paper addresses the dearth of resources for teaching visual codes and conventions of racial iconography that are recycled in popular media and contribute to the fabrication of racial differences, maintenance of racial hierarchies, and normalization of white supremacist ideology. Inspired by Critical Race Theory in art and visual culture education, the essay proposes teaching tactics and sites/sights that can support students in developing visual understandings of race in popular …
Renegade Or Paragon?: Categorizing Narrative Choice In Video Game Storylines,
2024
Texas State University
Renegade Or Paragon?: Categorizing Narrative Choice In Video Game Storylines, Graham Oliver
Dialogue: The Interdisciplinary Journal of Popular Culture and Pedagogy
Choices made during video game gameplay set the stories told in that media apart from other media. Narrative-affecting choices have existed since the earliest games, from character creation in role-playing games to performance-based narrative changes in Metroid to morality-based choices in Ogre Battle. In the contemporary gaming landscape, some games derive a significant portion of their gameplay from character decisions: exploration, dialogue options, quick-time event reactions, etc. In this article, I give a history and breakdown of how choices have existed and evolved in gaming narratives since their inception. I then propose three categories for significant narrative choices: aesthetic, …
Go Vote Usa Poster,
2024
University of North Dakota
Go Vote Usa Poster, Alex Midgarden
Get Out The Vote Poster Exhibit
This is a typographic rendition of the United States of America. The poster uses the Constitution to create the outline of the USA.
Teaching Technical Writing Through Designing And Running Escape Rooms,
2024
University of Arizona
Teaching Technical Writing Through Designing And Running Escape Rooms, Marijel (Maggie) Melo, Antonnet Johnson
Dialogue: The Interdisciplinary Journal of Popular Culture and Pedagogy
While many instructors recognize how the integration of popular culture and student interests can enhance student engagement and learning, this pedagogical approach remains rare in technical writing courses. In this article, we provide an end-to-end outline of an escape room project assigned to junior and senior level undergraduates, including an overview of our pedagogical rationale, institutional context, instructional materials, and synthesis of work produced by students. By collaborating on a range of technical documentation, students learn through experience that can be leveraged beyond the classroom and in their professional pursuits. Moreover, we aim to provide teachers with an example of …
Review: The Design Museum, London, And “Fear And Love: Reactions To A Complex World.”,
2024
University of Leeds
Review: The Design Museum, London, And “Fear And Love: Reactions To A Complex World.”, Michael Samuel
Dialogue: The Interdisciplinary Journal of Popular Culture and Pedagogy
Review of the Design Museum in London, United Kingdom and the exhibit “Fear and Love: Reactions to a Complex World,” available from November 24, 2016 to April 23, 2017.
Ani219 Project 2 Example 1,
2024
SAE Institute Australasia
Ani219 Project 2 Example 1, Sae University College
Exemplars
ANI219 Project 2 34T3 student submission.
" A Beautiful Maiden Shot My Heart" By Antar Bin Shadad:,
2024
Faculty of Al Alsun (Languages),Minia University
" A Beautiful Maiden Shot My Heart" By Antar Bin Shadad:, Yasser K. R. Aman
Comparative Woman
This is a translation of an Arabic poem from Pre-Islamic poetry written by Antara Bin Shadad. This poem is an example of appropriation in literary translation. When the meaning is not only cultural but when it is ambience- bound as well, appropriation is difficult but not impossible to achieve. " رمتِ الفؤادَ مليحة عذراءُ" " A Beautiful Maiden Shot My Heart" is an example of a hard choice whether to translate a poem into classical or modern poetry. However, the best I have done was to appropriate between both choices. Images are almost kept the same, but the classical style, …
Mapping Gender And Territory: The Continent Allegories On European World Maps From The Late Middle Ages To The Renaissance Until The Early Enlightenment,
2024
Ruprecht-Karls-Universitat Heidelberg
Mapping Gender And Territory: The Continent Allegories On European World Maps From The Late Middle Ages To The Renaissance Until The Early Enlightenment, Katharina Eva Oehmichen
Comparative Woman
The four-part set of female continent allegories, which originated in the early Renaissance, was born out of a European need for a new vehicle of thought that served the functions of representing imperial expansion and the superiority of Western science and civilization, while gratifying the curiosity of the readers about newly discovered lands at the same time. The shift from the Christian symbolic tradition of the representation of the continents on world maps mirrored the shift in Western perception and knowledge of the world and Europe’s position in it. Apart from geo-political and imperial agendas that might have favored a …
