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Articles 1 - 29 of 29
Full-Text Articles in Game Design
Clue In The Roman Style House: A Twist On The Classic Board Game Featuring A Fusion Of Ancient And Modern Roman Influences, Madelyn Junk
Clue In The Roman Style House: A Twist On The Classic Board Game Featuring A Fusion Of Ancient And Modern Roman Influences, Madelyn Junk
Honors Projects
Throughout time, games have been used to convey how society functions. They hint at societal structure, behavioral patterns, and roles of community members. Specifically, board games are excellent ways to teach players about attention to detail and how to synthesize information.
This unique and functional honors project finds its strength as a detail-oriented game that stresses the importance of critical thinking and deduction as it further rewards those skills through play and friendly competition. It combines art history, education, and graphic design disciplines to result in a creative output alongside a research paper. Its final product is a playable game …
Investigating The Relationship Between Noun Classes And Plant Folk Taxonomy In Chasu Language Of Kilimanjaro Region In Tanzania, Peter Rabson Mziray
Investigating The Relationship Between Noun Classes And Plant Folk Taxonomy In Chasu Language Of Kilimanjaro Region In Tanzania, Peter Rabson Mziray
Journal of Humanities and Social Sciences
The current study investigates the relationship between noun classes and plant folk taxonomy in Chasu (G 22). The study focuses on two objectives: the first objective is to describe the plant folk taxonomy in Chasu and the second objective is to determine the relationship between noun classes and plant folk taxonomy in Chasu. Data were collected from rural villages in Same and Mwanga districts by using free listing, field interviews (jungle-walk-and-identify), and written texts containing Chasu plant names. The findings reveal that Chasu folk taxonomy reflects different ethnobotanical categories; including a unique beginner which is mmea/mimea ‘plant(s)’, and three life …
Amazed: Teaching Architectural Design Styles With A Board Game, Monisha Sooklall
Amazed: Teaching Architectural Design Styles With A Board Game, Monisha Sooklall
Publications and Research
Future architects can better solve problems or develop their design styles when they study the designs of prominent and influential architects. My board game Amazed educates players about four architects' architectural design styles. These four chosen architects are part of an extensive list of architectural pioneers. These architects were selected based on their designs that push the boundaries with curves, designs with curves in different ways, designs that capture the relationship between light and material, and designs that use glass and steel in modernist architecture. The architects whose designs were examined for this board game are Ludwig Mies van der …
Playing To Grow. Roundtable Interview On Games, Education, And Character, Owen Gottlieb, Matthew Farber, Paul Darvasi
Playing To Grow. Roundtable Interview On Games, Education, And Character, Owen Gottlieb, Matthew Farber, Paul Darvasi
Articles
In this roundtable interview moderated by Paul Darvasi, lecturer at the University of Toronto and co-founder of Gold Bug Interactive, Owen Gottlieb and Matthew Farber discuss research and practice at the intersection of religion, character education, and games in schools. Gottlieb is an associate professor at the Rochester Institute of Technology, founder and lead faculty at the Initiative in Religion, Culture, and Policy at the MAGIC center, and founder and director of the Interaction, Media, and Learning Lab at RIT, where he specializes in interactive media, learning, religion, and culture. Farber is an associate professor of educational technology and coordinator …
Tabletop Games For Training: Teaching Soft Skills To Game Development Students, Matthew Dyet
Tabletop Games For Training: Teaching Soft Skills To Game Development Students, Matthew Dyet
Staff Scholarship - Australia & Dubai
Among the key competencies for game development that tertiary education provides, soft skills are among the most challenging to coach students on. In an active learning environment the expectation is that soft skills such as communication, estimation, and prioritisation are gained through experience when students undertake group project work. While appropriately scaled projects may provide an opportunity to engage with soft skills in a meaningful way, this learning is often a lower priority to the student presented with more tangible project outcomes that they expect to be graded upon. Engaged and enthusiastic students may reflect upon how their experiences have …
Architectural And Heritage Experience Through Playful Learning (An Interdisciplinary And Exploratory Action Research Focused On The Egyptian Context), Atheer Ahmed Salama
Architectural And Heritage Experience Through Playful Learning (An Interdisciplinary And Exploratory Action Research Focused On The Egyptian Context), Atheer Ahmed Salama
Theses and Dissertations
“The lack of awareness of the value of heritage and the lack of opportunities to engage in preserving and safeguarding heritage in the public sphere not only puts the heritage in risk of being irremediably lost. It also impoverishes the younger generation’s sense of identity and belonging within its respective socio-cultural continuum, and thus limits its ability to engage and contribute meaningfully to society at large” (UNESCO, 2021). With conducting this research, the researcher believes that heritage-themed analog games may carve the younger generation’s memory of heritage, allowing them to boost their sense of identity and belonging; thus, widening their …
Collaborative Constructions: Designing High School History Curriculum With The Lost & Found Game Series, Owen Gottlieb, Shawn Clybor
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 …
The Health Benefits Of Video Games, Zachary Shanks
The Health Benefits Of Video Games, Zachary Shanks
Emerging Writers
This paper seeks to evaluate if video games are useful as more than just entertainment. The research shows that they can be utilized in the educational, medical, and business fields. Video Games have been shown to benefit the physical, emotional, and mental health of players, as well as create more efficient learning and working environments. The article argues that video games are no longer just a source of entertainment, as they are now becoming useful tools in society.
Playing At The Crossroads Of Religion And Law: Historical Milieu, Context And Curriculum Hooks In Lost & Found, Owen Gottlieb
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 …
Minecrafting Bar Mitzvah: Two Rabbis Negotiating And Cultivating Learner-Driven Inclusion Through New Media., Owen Gottlieb
Minecrafting Bar Mitzvah: Two Rabbis Negotiating And Cultivating Learner-Driven Inclusion Through New Media., Owen Gottlieb
Articles
In 2013, a boy with special needs used the video game Minecraft to deliver the sermon at his bar mitzvah at a Reform synagogue, an apparently unique ritual phenomenon to this day. Using a narrative inquiry approach, this article examines two rabbis’ negotiations with new media, leading up to, during, and upon reflection after the event. The article explores acceptance, innovation, and validation of new media in religious practice, drawing on Campbell’s (2010) framework for negotiation of new media in religious communities. Clergy biography, philosophy, and institutional context all impact the negotiations with new media. By providing context of a …
The Verge: Networks Of Intersubjective Responding For Just Sustainability Arts Educational Research, Marna Hauk, Amanda Rachel Kippen
The Verge: Networks Of Intersubjective Responding For Just Sustainability Arts Educational Research, Marna Hauk, Amanda Rachel Kippen
Artizein: Arts and Teaching Journal
Two sustainability arts scholars describe a method of data interpretation they developed for making sense of complex environmental and sustainability education research data. They “played” images and recorded a conversation in a form of arts-based intersubjective knowing. The card game process was named the Verge because of how the process promises to surface unheard voices and re-center nondominant insights and ways of knowing. It leverages Casey’s glance method with systems networks to complicate sense making in arts-based educational research. The arts scholars intermixed research data from two just sustainability education research case studies: collages from participants of a climate justice …
Designing Analog Learning Games: Genre Affordances, Limitations And Multi-Game Approaches, Owen Gottlieb, Ian Schreiber
Designing Analog Learning Games: Genre Affordances, Limitations And Multi-Game Approaches, Owen Gottlieb, Ian Schreiber
Articles
This chapter explores what the authors discovered about analog games and game design during the many iterative processes that have led to the Lost & Found series, and how they found certain constraints and affordances (that which an artifact assists, promotes or allows) provided by the boardgame genre. Some findings were counter-intuitive. What choices would allow for the modeling of complex systems, such as legal and economic systems? What choices would allow for gameplay within the time of a class-period? What mechanics could promote discussions of tradeoff decisions? If players are expending too much cognition on arithmetic strategizing, could that …
Understanding The Student Perspective Of Art History Survey Course Outcomes Through Game Development, Joshua Yavelberg, Kelly Donahue-Wallace
Understanding The Student Perspective Of Art History Survey Course Outcomes Through Game Development, Joshua Yavelberg, Kelly Donahue-Wallace
Art History Pedagogy & Practice
This heuristic, design-based research study examines student perceptions of their learning experience in the art history survey course as manifested through a game design process. With the purpose of improving upon the lecture model of the standard art history survey, two sections of a capstone class of interdisciplinary art and design students—who had all taken the survey as part of their degree programs—selected learning objectives and designed games to accompany the introductory class. The researchers used the game design process to understand first how students perceived the survey class, its learning objectives, and the students’ experiences. Then the investigation addressed …
Acts Of Meaning, Resource Diagrams, And Essential Learning Behaviors: The Design Evolution Of Lost & Found, Owen Gottlieb, Ian Schreiber
Acts Of Meaning, Resource Diagrams, And Essential Learning Behaviors: The Design Evolution Of Lost & Found, Owen Gottlieb, Ian Schreiber
Articles
Lost & Found is a tabletop-to-mobile game series designed for teaching medieval religious legal systems. The long-term goals of the project are to change the discourse around religious laws, such as foregrounding the prosocial aspects of religious law such as collaboration, cooperation, and communal sustainability. This design case focuses on the evolution of the design of the mechanics and core systems in the first two tabletop games in the series, informed by over three and a half years’ worth of design notes, playable prototypes, outside design consultations, internal design reviews, playtests, and interviews.
Jewish Time Jump: New York, Owen Gottlieb
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 …
Game Types, Game-Related Behaviors And Resilience: Creating A Roadmap For Effective Gamification Design In Higher Education, Patrick Marino
Game Types, Game-Related Behaviors And Resilience: Creating A Roadmap For Effective Gamification Design In Higher Education, Patrick Marino
Dissertations
Gamification, or the use of game-based mechanics and thinking in real world applications, is on the rise in educational environments. While various applications seek to increase engagement and motivation for tasks related to student success, research regarding best practices for the design of such systems is lacking. In fact, conflicting outcomes from various gamification studies at the secondary and tertiary education levels suggest that not all gamification designs are effective for increasing student success. Meanwhile, research from the medical field indicates gamification can be used to increase resilience; which has been linked to various student success outcomes including academic performance. …
The Lost & Found Game Series: Teaching Medieval Religious Law In Context, Owen Gottlieb, Ian Schreiber
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 …
Finding Lost & Found: Designer’S Notes From The Process Of Creating A Jewish Game For Learning, Owen Gottlieb
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
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
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 …
Lost & Found: Order In The Court -- The Party Game, Owen Gottlieb, Ian Schreiber
Lost & Found: Order In The Court -- The Party Game, 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 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 second game in the series, Lost & Found: Order in the Court …
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 & …
Design-Based Research Mobile Gaming For Learning Jewish History, Tikkun Olam, And Civics, Owen Gottlieb
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
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 …
Pedagogy At Play: Gamification And Gameful Design In The 21st-Century Writing Classroom, Danielle Roney Roach
Pedagogy At Play: Gamification And Gameful Design In The 21st-Century Writing Classroom, Danielle Roney Roach
English Theses & Dissertations
The language used to discuss play in current academic spaces tends to center around formal games (and computer games in particular in the 21st century classroom). Scholarly conversations tend to distort the actual practices that occur in classrooms and subsequently limit the scope of any investigation of the pedagogical function and outcomes of those practices. This project explores the use of play and games in the classrooms of nine composition instructors. From these stories, this project begins to map out a taxonomy in order to begin building toward a pedagogy of play for 21st century writing classrooms. Using a multiperspectival …
Individual Differences In Digital Badging: Do Learner Characteristics Matter?, Joey R. Fanfarelli, Thomas Rudy Mcdaniel
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 …
Alpha, Beta, Launch: A Newbie's Guide To Educational Video Game Development, Colleen Krahulik, Lori Goszczynski
Alpha, Beta, Launch: A Newbie's Guide To Educational Video Game Development, Colleen Krahulik, Lori Goszczynski
Journal of Interactive Humanities
This paper details the process we went through to develop an educational video game, which includes: research on implementing video games into the classroom, vendor selection, video game design, and curriculum development. Throughout the video game development process, we faced challenges such as budget, time constraint, and varying areas of expertise. This paper serves as a guideline for similar organizations interested in educational video game development.
Play game on desktop or tablet: www.avma.org/videogame
Play within browser: https://www.avma.org/KB/K12/videogame/index.html
Teaching Algebra Through Functional Programming:An Analysis Of The Bootstrap Curriculum, Robert Lee
Teaching Algebra Through Functional Programming:An Analysis Of The Bootstrap Curriculum, Robert Lee
Theses and Dissertations
Bootstrap is a computer-programming curriculum that teaches students to program video games using Racket, a functional programming language based on algebraic syntax. This study investigated the relationship between learning to program video games from a Bootstrap course and the resulting effect on students' understanding of algebra. Courses in three different schools, lasting about six weeks each, were studied. Control and treatment groups were given a pre and post algebra assessment. A qualitative component consisting of observations and interviews was also used to further triangulate findings. Statistical analysis revealed that students who completed the Bootstrap course gained a significantly better understanding …
Adventures In The Classroom Creating Role-Playing Games Based On Traditional Stories For The High School Curriculum, Csenge Virág Zalka
Adventures In The Classroom Creating Role-Playing Games Based On Traditional Stories For The High School Curriculum, Csenge Virág Zalka
Electronic Theses and Dissertations
The goal of this thesis is to develop a template for turning traditional stories into role-playing games for the high school curriculum. By developing 3 sample games based on Greek mythology, Arthurian legends, and a widespread folktale type, I explored the process of creating games that fit the limits of secondary classrooms and can be used to address specific educational standards. The sample games were tested with groups of high school and college students, and the results of the testing sessions evaluated in a narrative case study format. Feedback from the testing sessions was incorporated in the template, the final …