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Articles 31 - 60 of 76

Full-Text Articles in Art and Design

Pre-Service Teachers’ Perspectives On How The Use Of Toon Comic Books During Guided Reading Influenced Learning By Struggling Readers, Ewa Mcgrail, Alicja Rieger, Gina M. Doepker, Samantha Mcgeorge Apr 2019

Pre-Service Teachers’ Perspectives On How The Use Of Toon Comic Books During Guided Reading Influenced Learning By Struggling Readers, Ewa Mcgrail, Alicja Rieger, Gina M. Doepker, Samantha Mcgeorge

Gina Doepker

The study presented in this article examines the use of comic books, specifically the TOON comic books during guided reading instruction. The instruction was provided to struggling readers by the Literacy Center at a comprehensive university in southeastern United States. What most pre-service teachers in this study agreed upon was that comic books served as an effective tool for getting their students interested in reading. Reading comic books with tutors as partners in conversation with the struggling readers in this study was also a powerful medium for facilitating students’ literacy skills development, particularly in the areas of reading fluency and …


Developing An Assessment Framework: Measuring Digital Literacy Of Interior Design Students In A Digital Drawing Course, Somang Yang Mar 2019

Developing An Assessment Framework: Measuring Digital Literacy Of Interior Design Students In A Digital Drawing Course, Somang Yang

Theses and Dissertations

This exploratory study provides a foundation to measure students’ level of learning based on education theory for digital technology and meaningful technology theory for digital literacy. There has yet to exist an effective assessment tool that can evaluate students’ digital literacy. To provide initial insight into the digital technology integrated course development, Wacom pen-tablet and Autodesk Sketchbook were utilized to create an interior design curriculum for undergraduate college students. The findings of this study shed light on the necessity of assessing new technology for integration into coursework in higher education. There are five themes that an instructor must examine when …


Teaching Visual Literacies: The Case Of The Great American Dust Bowl, Mary F. Rice, Ashley K. Dallacqua Jan 2019

Teaching Visual Literacies: The Case Of The Great American Dust Bowl, Mary F. Rice, Ashley K. Dallacqua

SANE journal: Sequential Art Narrative in Education

Teachers and students require a range of tools to engage with visual texts. Using The Great American Dust Bowlby Don Brown (2013) as an exemplar text, we outline four conceptions of visual literacy: rhetorical, instructional, industrial and visuo-spatial and discuss their use in our literacy education practice. In addition, we provide a brief model of a second text, The Arrival (Tan, 2013) and a list of suggested texts for students at different levels (elementary, middle, and high school). We argue that these tools have the potential to deepen conceptions of visual literacies and empower teachers and students to understand …


The Lost & Found Game Series: Teaching Medieval Religious Law In Context, Owen Gottlieb, Ian Schreiber Aug 2018

The Lost & Found Game Series: Teaching Medieval Religious Law In Context, Owen Gottlieb, Ian Schreiber

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 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 & Found …


Pre-Service Teachers’ Perspectives On How The Use Of Toon Comic Books During Guided Reading Influenced Learning By Struggling Readers, Ewa Mcgrail, Alicja Rieger, Gina M. Doepker, Samantha Mcgeorge Jun 2018

Pre-Service Teachers’ Perspectives On How The Use Of Toon Comic Books During Guided Reading Influenced Learning By Struggling Readers, Ewa Mcgrail, Alicja Rieger, Gina M. Doepker, Samantha Mcgeorge

SANE journal: Sequential Art Narrative in Education

The study presented in this article examines the use of comic books, specifically the TOON comic books during guided reading instruction. The instruction was provided to struggling readers by the Literacy Center at a comprehensive university in southeastern United States. What most pre-service teachers in this study agreed upon was that comic books served as an effective tool for getting their students interested in reading. Reading comic books with tutors as partners in conversation with the struggling readers in this study was also a powerful medium for facilitating students’ literacy skills development, particularly in the areas of reading fluency and …


Comparative Pairs Judgements For High-Stakes Practical Assessments, Hendrati Nastiti Jan 2018

Comparative Pairs Judgements For High-Stakes Practical Assessments, Hendrati Nastiti

Theses: Doctorates and Masters

Assessment of practical tasks, as opposed to that of theoretical tasks, has been considered to be problematic, mainly because it is usually resource intensive and the scoring is subjective. Most practical tasks need to be assessed on site or involve products that need to be collected, stored, or transported. Moreover, because practical tasks are generally open-ended, and therefore subjective, there is concern over the reliability of the scores. In high-stakes assessment, these problems are even more challenging. There is a need for an assessment method that could overcome these problems. In this study, such a method that will be referred …


Finding Lost & Found: Designer’S Notes From The Process Of Creating A Jewish Game For Learning, Owen Gottlieb Dec 2017

Finding Lost & Found: Designer’S Notes From The Process Of Creating A Jewish Game For Learning, Owen Gottlieb

Articles

This article provides context for and examines aspects of the design process of a game for learning. Lost & Found (2017a, 2017b) is a tabletop-to-mobile game series designed to teach medieval religious legal systems, beginning with Moses Maimonides’ Mishneh Torah (1180), a cornerstone work of Jewish legal rabbinic literature. Through design narratives, the article demonstrates the complex design decisions faced by the team as they balance the needs of player engagement with learning goals. In the process the designers confront challenges in developing winstates and in working with complex resource management. The article provides insight into the pathways the team …


Introduction: Jewish Gamevironments – Exploring Understanding With Playful Systems, Owen Gottlieb Dec 2017

Introduction: Jewish Gamevironments – Exploring Understanding With Playful Systems, Owen Gottlieb

Articles

The study of Judaism, Jewish civilizationi, and games is currently comprised of projects of a rather small set of game scholars. A sample of our work is included in this issue.


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 …


Creating A Multiracial Lesson Plan, Clayton Davis May 2017

Creating A Multiracial Lesson Plan, Clayton Davis

Capstone Projects and Master's Theses

The purpose of this project is to teach students about multiracial identity issues. Multiracial populations in the U.S. continue to grow and it’s important for educators to address the needs of these students. A 5-E multiracial literature lesson plan was created for second grade that incorporates KWL and Text-to-World teaching strategies. A second grade class were read two children’s picture books, each featuring a biracial protagonist, and were asked to discuss and evaluate the content and commonalities of these stories. Students recorded what they learned in this lesson in their KWL’s. The results reveal that some students understood the problems …


Images, Speech Balloons, And Artful Representation: Comics As Visual Narratives Of Early Career Teachers, Julian Lawrence, Ching-Chiu Lin, Rita Irwin Apr 2017

Images, Speech Balloons, And Artful Representation: Comics As Visual Narratives Of Early Career Teachers, Julian Lawrence, Ching-Chiu Lin, Rita Irwin

SANE journal: Sequential Art Narrative in Education

The ways in which teachers adjust to challenges in the process of becoming professionals are complicated. Teacher mentorship, however, is an important step to creating and sustaining a strong professional career. This article discusses new understandings from a Canadian research project: Pedagogical Assemblage: Building and Sustaining Teacher Capacity through Mentoring Programs in British Columbia. Through our use of an a/r/tography informed methodology in teacher mentorship, we have come to understand how the use of comics permits an unfolding of visual narratives as a unique way of contextualizing the complex stories of teaching and learning. Our motivation in employing comics as …


Teaching Critical Looking: Pedagogical Approaches To Using Comics As Queer Theory, Ashley Manchester Apr 2017

Teaching Critical Looking: Pedagogical Approaches To Using Comics As Queer Theory, Ashley Manchester

SANE journal: Sequential Art Narrative in Education

Given the challenging depth of queer theoretical concepts, this article argues that one of the most effective ways to teach the complexities of queer theory is by utilizing comics in the classroom. I focus on how college-level instructors can use the content, form, and history of comics to teach students how to enact and do queer theory. By reading and making comics, students learn concrete and theoretical tools for combatting oppressive discourses and modes of meaning making. Teaching comics as queer theory promotes both innovative critical thinking and critical looking skills by centralizing both the rich history of queer comics …


Review Of Captain Marvel And The Art Of Nostalgia, By Brian Cremins, Sean Kleefeld Apr 2017

Review Of Captain Marvel And The Art Of Nostalgia, By Brian Cremins, Sean Kleefeld

SANE journal: Sequential Art Narrative in Education

No abstract provided.


Lost & Found, Owen Gottlieb, Ian Schreiber, Kelly Murdoch-Kitt Jan 2017

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 & …


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 …


Synergy: Game Design + Qur'an Memorization, Sultana Jesmine Moulana Jan 2017

Synergy: Game Design + Qur'an Memorization, Sultana Jesmine Moulana

Theses and Dissertations

The rise of digital technology has transformed nearly every part of our daily lives, including the way we learn and memorize. Such transformations raise interesting questions for one of the most long-standing and demanding memorization tasks in the world: the memorization of the Islamic holy book, The Qur’an. For Muslims, The Qur’an is a timeless, sacred text, cradling within its covers many profound images, stories, and parables. Despite rigorous research in the fields of game design and memorization techniques, very little work has been done in combining these two areas of research to create a game-based memorization experience of The …


Maker Education: The Steam Playground, Amanda Opperman Nov 2016

Maker Education: The Steam Playground, Amanda Opperman

The STEAM Journal

Educators who are committed to teaching STEAM in their classes and programs will be inspired and encouraged by the capabilities for multidisciplinary instruction and project based learning offered by an emerging pedagogy known as Maker Education. While making was previously thought of as STEM-focused, it can easily be integrated across all subjects. Maker Ed's Resource Library has a section on Projects and Learning Approaches, which includes many cross-curricular project ideas that expand this model of education from STEM to STEAM and beyond.


Revision In The Multiversity: What Composition Can Learn From The Superhero, David Hyman Sep 2015

Revision In The Multiversity: What Composition Can Learn From The Superhero, David Hyman

SANE journal: Sequential Art Narrative in Education

Constant and ongoing revision is the compositional tactic through which many contemporary superhero narratives negotiate the powerful struggle between reiteration of the genre’s past, and creative expression of its future. Instead of a gradual succession of improved renditions of a text, each one effacing and superseding the imperfections of its predecessors, revision is revealed as the production of multiple versions whose differences and diversities are “capable of being in uncertainties”, as Keats describes the creative attitude which he terms Negative Capability: ontologically equal textual variations that wear their inconsistencies openly, and reject the pressure to resolve their multiplicities into the …


Pim Pedagogy: Toward A Loosely Unified Model For Teaching And Studying Comics And Graphic Novels, James B. Carter Sep 2015

Pim Pedagogy: Toward A Loosely Unified Model For Teaching And Studying Comics And Graphic Novels, James B. Carter

SANE journal: Sequential Art Narrative in Education

The article debuts and explains "PIM" pedagogy, a construct for teaching comics at the secondary- and post-secondary levels and for deep reading/studying comics. The PIM model for considering comics is actually based in major precepts of education studies, namely constructivist foundations of learning, and loosely unifies constructs inherent therein with other available frames and frameworks for studying comics. As such, the article fills a dire need in the scholarly literature on comics pedagogy and paves a way for those who seek to teach comics courses in the future but who need direction and for those who seek to study/read comics …


Mallory Makes Meaning: How One 8th-Grader Made Meaning With A Graphic Novel, Aimee A. Rogers Sep 2015

Mallory Makes Meaning: How One 8th-Grader Made Meaning With A Graphic Novel, Aimee A. Rogers

SANE journal: Sequential Art Narrative in Education

This article presents how one 8th-grader, Mallory, made meaning with Amulet: The Stonekeeper’s Curse by Kazu Kibuishi. Data was collected via a think-aloud procedure, a retrospective think-aloud, questions specific to the book and an interview. The data analysis indicates that Mallory was able to use a breadth of reading strategies, applied to both the visual and textual modalities, in order to make meaning with the graphic novel text.


Medulla: A 2d Sidescrolling Platformer Game That Teaches Basic Brain Structure And Function, Joey R. Fanfarelli, Stephanie Vie Sep 2015

Medulla: A 2d Sidescrolling Platformer Game That Teaches Basic Brain Structure And Function, Joey R. Fanfarelli, Stephanie Vie

Faculty Scholarship and Creative Works

This article explores the design and instructional effectiveness of Medulla, an educational game meant to teach brain structure and function to undergraduate psychology students. Developed in the retro-style platformer genre, Medulla uses two-dimensional gameplay with pixel-based graphics to engage students in learning content related to the brain, information which is often pre-requisite to more rigorous psychological study. A pretest posttest design was used in an experiment assessing Medulla’s ability to teach psychology content. Results indicated content knowledge was significantly higher on the posttest than the pretest, with a large effect size. Medulla appears to be an effective learning tool. These …


Individual Differences In Digital Badging: Do Learner Characteristics Matter?, Joey R. Fanfarelli, Thomas Rudy Mcdaniel Jun 2015

Individual Differences In Digital Badging: Do Learner Characteristics Matter?, Joey R. Fanfarelli, Thomas Rudy Mcdaniel

Faculty Scholarship and Creative Works

Badge use has rapidly expanded in recent years and has benefited a variety of applications. However, a large portion of the research has applied a binary useful or not useful approach to badging. Few studies examine the characteristics of the user and the impact of those characteristics on the effectiveness of the badging system. This study takes preliminary steps toward that cause, examining the effectiveness of a badging system across two web-based university courses in relation to the individual differences of the learners. Individual differences are examined through the lens of Long-Dziuban reactive behavior types and traits. Results revealed differences …


The Politics Media Equation:Exposing Two Faces Of Old Nexus Through Study Of General Elections,Wikileaks And Radia Tapes, Ratnesh Dwivedi Mr Oct 2013

The Politics Media Equation:Exposing Two Faces Of Old Nexus Through Study Of General Elections,Wikileaks And Radia Tapes, Ratnesh Dwivedi Mr

Ratnesh Dwivedi

The important identity of a responsible media is playing an unbiased role in reporting a matter without giving unnecessary hype to attract the attention of the gullible public with the object of making money and money only.After reporting properly the media can educate the public to form their own opinion in the matters of public interest. Throughout the centuries, the world has never existed without information and communication, hence the inexhaustible essence of mass media. The government has the power to either make or reject whatever that will exist within its environment. It also determines how free the mass media …


School Facility Design: Are We Asking The Right People?, Dale C. Jerome May 2012

School Facility Design: Are We Asking The Right People?, Dale C. Jerome

Ed.D. Dissertations

Realizing the need for changes in the design of new school facilities, architects and educators must reach beyond the norms of past designs. This mixed-methods study was conducted at four recently completed high schools. Questionnaires were utilized in the initial phase of research to identify statistically significant differences between the perceptions of teachers and students regarding the physical design characteristics of their learning environment. Structured interview sessions were then conducted with teachers, principals, and architects, to understand their perceptions regarding the involvement of students in the design and planning process of school facilities, and indicated the importance of providing a …


Identification Of Perceived 21st Century Graphic Design Skills, Content Knowledge, And Tools Needed In An Effective University-Level Graphic Design Program, Amanda W. Bridges Jan 2012

Identification Of Perceived 21st Century Graphic Design Skills, Content Knowledge, And Tools Needed In An Effective University-Level Graphic Design Program, Amanda W. Bridges

Education Dissertations and Projects

The purpose of this study was to identify 21st century skills, content knowledge, and tools needed in an effective university-level graphic design program. Inconsistencies in the graphic design curriculum, fueled by the increasingly large number of programs and concentrations and the inability to track graduates, were some of the issues that led to a need for this study.

This study was an expansion of a previous 2006 study conducted by Shyang-Yuh Wang, which took place in Kansas and Missouri. This current study used a modified Delphi Technique in which perceptions from university-level graphic design educators and industry professionals from North …


Explore, Educate, Expand: The Exploratorium’S Education Abroad Youth Program, Nina Rubin Jan 2012

Explore, Educate, Expand: The Exploratorium’S Education Abroad Youth Program, Nina Rubin

Capstone Collection

This capstone describes the design of an outbound, education abroad program that will take place in Dharamsala, India over a five-week period. It will bring together young adults from the U.S. and Tibet for an intercultural learning experience. The program will provide hands-on opportunities for participants to be engaged in academic, philosophical and personal growth. The educational workshops and activities will be centered on neuroscience, meditation, and Buddhist conceptions of science and the natural world. At the same time, themes of intercultural communication and competence will be explored in-depth.

As a foundation, the program will build from an existing partnership …


Wiki Leaks Revelations In Global Context—The War Between ‘Right To Publish’ And ‘Ethical Code Of Conduct, Ratnesh Dwivedi Mr Nov 2011

Wiki Leaks Revelations In Global Context—The War Between ‘Right To Publish’ And ‘Ethical Code Of Conduct, Ratnesh Dwivedi Mr

Ratnesh Dwivedi

WikiLeaks is an international non-profit organisation that publishes submissions of private, secret, and classified media from anonymous news sources, news leaks, and whistleblowers. Its website, launched in 2006 under The Sunshine Press organisation claimed a database of more than 1.2 million documents within a year of its launch. WikiLeaks describes its founders as a mix of Chinese dissidents, journalists, mathematicians, and start-up company technologists from the United States, Taiwan, Europe, Australia, and South Africa. Julian Assange, an Australian Internet activist, is generally described as its director. The site was originally launched as a user-editable wiki, but has progressively moved towards …


A Critical Study Of Organizational Communication And Organizational Communication Theories- A Historical Perspective, Ratnesh Dwivedi Mr Nov 2011

A Critical Study Of Organizational Communication And Organizational Communication Theories- A Historical Perspective, Ratnesh Dwivedi Mr

Ratnesh Dwivedi

Organizational Communication is the study that looks at human communication within and outside the organization. Conrad and Poole (1998) break the definition of organizational communication in parts, by first defining communication and then analyses the organization. These researchers define communication as “a process through which people, acting together, create, sustain, and manage meanings through the use of verbal and nonverbal signs and symbols within a particular context” (Conrad and Poole, 1998, p. 5). In the context of this book, Kenyans and their leaders are communicating their views and final decision through the ballot box to elect their third president, during …


Public Accountability And Media : Its Success And Failure In Performing The Role As A Force For Public Accountability, Ratnesh Dwivedi Mr Nov 2011

Public Accountability And Media : Its Success And Failure In Performing The Role As A Force For Public Accountability, Ratnesh Dwivedi Mr

Ratnesh Dwivedi

Media accountability is a phrase that refers to the general (especially western) belief that mass media has to be accountable in the public’s interest - that is, they are expected to behave in certain ways that contribute to the public good. The concept is not clearly defined, and often collides with commercial interests of media owners; legal issues, such as the constitutional right to the freedom of the press in the U.S.; and governmental concerns about public security and order. Several international organizations, like International Freedom of Expression Exchange, Freedom House, International Press Institute, World Press Freedom Committee and the …


The Penetration Of Social Media In Governance,Political Reforms And Building Public Perception, Ratnesh Dwivedi Mr May 2011

The Penetration Of Social Media In Governance,Political Reforms And Building Public Perception, Ratnesh Dwivedi Mr

Ratnesh Dwivedi

Social media are media for social interaction, using highly accessible and scalable communication techniques. Social media is the use of web-based and mobile technologies to turn communication into interactive dialogue. While we know that social media can play an important role in publicizing political activities such as protests, do we have evidence that such actions have led to substantive political change? Is it possible to develop a set of indicators to more effectively gauge the impact of new technologies and media on questions of political change? That social media can help coordinate large and discrete activities, such as protests and …