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Full-Text Articles in Arts and Humanities

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 …


An Investigation Into The Food Related Traditions Associated With The Christmas Period In Rural Ireland, Stephanie Byrne, Kathleen Farrell Jan 2021

An Investigation Into The Food Related Traditions Associated With The Christmas Period In Rural Ireland, Stephanie Byrne, Kathleen Farrell

Articles

The interdisciplinary nature of food studies lends itself to the study of food through many avenues, most notably in this research, through folklore and the oral history transcripts of the Schools’ Collection made by the Irish Folklore Commission in 1937–1938. Folklore can give us an insight into sometimes overlooked features of society and how people’s lives can be studied and highlighted through their relationship with food. The Christmas period was an extremely important time in Irish tradition, and food was a main aspect of that celebration. This paper, therefore, at first delves into the literature surrounding Christmas, folklore, and food; …


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 …


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 …


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 …


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 …


Aviation’S Heartland: The Flying Farmers And Postwar Flight, Peter Simons Apr 2015

Aviation’S Heartland: The Flying Farmers And Postwar Flight, Peter Simons

Articles

In 1944 the National Flying Farmers organized at Stillwater, Oklahoma. The organization took advantage of aviation's wartime growth to promote flight as an integral part of agricultural life that would modernize production, break down social barriers, and give farmers greater access to markets. It also built on aviation's roots in the agricultural landscapes of the Midwest and Great Plains as well as the strategic role these spaces would come to play in the Cold War. In addition to giving farmers greater control over their land and work, flight was more broadly imagined to connect the agricultural heartland with consumers abroad, …


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 …


Material Culture: A Review Of The 2013 Oxford Symposium On Food And Cookery, Máirtín Mac Con Iomaire Jun 2014

Material Culture: A Review Of The 2013 Oxford Symposium On Food And Cookery, Máirtín Mac Con Iomaire

Articles

The focus of this year’s Oxford Symposium on Food and Cookery was on the stew stove not the stew; the knives not the meat; the salt pots or ‘nefs’ rather than the salt; the ‘chasen’ not the tea; the plates (whether pewter, ceramic, delftware, china, silver or gold) but not their food contents. We were gathered to discuss associated material culture of food and cookery rather than the perishable ephemeral substance that usually concerns this gathering now in its thirty-first year.

So, what did the 220 chefs, food historians, writers, scientists, anthropologists and general foodies learn from the weekend’s discussion …


Gastro-Topogrophy: Exploring Food-Related Placenames In Ireland, Máirtín Mac Con Iomaire Jan 2014

Gastro-Topogrophy: Exploring Food-Related Placenames In Ireland, Máirtín Mac Con Iomaire

Articles

Most Irish people likely have little or no knowledge of the richness and variety of their ancestor’s diet before the arrival of the potato. For generations, food was considered far too common to be considered a field of study. Considering the primacy of food in people’s lives generally throughout history, it is logical that food be reflected in toponymic references to environment and landscape. This article taps into a wide range of material including poetry, prose, travellers’ reports, mythology, folklore, letters, shipping records, and archaeological evidence, both to contextualize the food-related placenames of Ireland, and to explore what Irish placenames …


Public Dining In Dublin: The History And Evolution Of Gastronomy And Commercial Dining 1700-1900, Máirtín Mac Con Iomaire Jan 2013

Public Dining In Dublin: The History And Evolution Of Gastronomy And Commercial Dining 1700-1900, Máirtín Mac Con Iomaire

Articles

Purpose: This paper provides an overview of the changing food culture ofIreland focusing particularly on the evolution of commercial public dining inDublin 1700-1900, from taverns, coffeehouses and clubs to the proliferation of hotels and restaurants particularly during the latter half of the nineteenth century.

Methods: Using a historical research approach, the paper draws principally on documentary and archival sources, but also uses material culture. Data is analysed using a combination of hermeneutics (Denzin and Lincoln, 2000, O'Gorman, 2010) and textual analysis (Howell and Prevenier, 2001).

Findings: The paper traces the various locations of public dining inDublin 1700-1900 and reveals thatDublin …


Lost In Translation: Words And Buildings, Noel Brady May 2006

Lost In Translation: Words And Buildings, Noel Brady

Articles

Review of book; Words & buildings - a vocabulary of modern architecture, by Adrian Forty


Kíla: Éacht!!! Ag Féile Gormacha Tuaithe An Chlocháin '91, Máirtín Mac Con Iomaire . Jan 1991

Kíla: Éacht!!! Ag Féile Gormacha Tuaithe An Chlocháin '91, Máirtín Mac Con Iomaire .

Articles

Léarmheas ar an mbanna ceoil Kíla agus ar Féile gormacha agus tuaithe an Chlocháin '91.


History And Psychology: Shall The Twain Ever Meet?, S. Ray Granade, Randall D. Wight Jan 1991

History And Psychology: Shall The Twain Ever Meet?, S. Ray Granade, Randall D. Wight

Articles

As all detectives (fictional or real) know, every story contains at least an element of truth, and the most likely is usually the most truthful. Those trying to cover their tracks know or discover to their dismay that interrogators use that principle to their own advantage. Early in Mark Twain’s The Adventures of Huckleberry Finn, the disguised Huck realizes this simple reality when he first returns to town after his faked death and “pumps” Mrs. Judith Loftus for information: “Somehow it didn’t seem to me that I said it [his name] was Mary before,” Huck relates; “seemed to me I …