Open Access. Powered by Scholars. Published by Universities.®
- Discipline
-
- Education (6)
- History (4)
- Instructional Media Design (4)
- Interactive Arts (4)
- Interdisciplinary Arts and Media (4)
-
- Jewish Studies (4)
- Religion (4)
- Ancient, Medieval, Renaissance and Baroque Art and Architecture (3)
- Computer Sciences (3)
- Cultural History (3)
- Curriculum and Instruction (3)
- Educational Methods (3)
- Educational Technology (3)
- Ethics in Religion (3)
- History of Art, Architecture, and Archaeology (3)
- History of Religion (3)
- Islamic World and Near East History (3)
- Law (3)
- Legal (3)
- Medieval History (3)
- Medieval Studies (3)
- Physical Sciences and Mathematics (3)
- Religion Law (3)
- Religious Education (3)
- Social and Behavioral Sciences (3)
- Torts (3)
- African History (2)
- Institution
- Publication
- Publication Type
Articles 1 - 9 of 9
Full-Text Articles in Game Design
Gamified Learning: Applying Game Design Thinking In Education, Qiaoxin Deng
Gamified Learning: Applying Game Design Thinking In Education, Qiaoxin Deng
ART 108: Introduction to Games Studies
Gamification is an Education Strategy It has gained popularity in recent years. Gamification is a means to foster student engagement and improve their learning journeys. It's about applying game design elements in non-game contexts. This is primarily used in educational settings. Gamification of learning makes it more engaging and fun by introducing rewards, challenges, and competition. By adding rewards, challenges, and competition, gamification makes learning more interesting and interactive (2020).In this essay, I will be discussing the concept of gamification. Its advantages and disadvantages will be explored. It will also give examples, including Duolingo and Quizlet, to illustrate how it …
Internet Art: An Interactive Timeline Resource, Laurel Vaccaro
Internet Art: An Interactive Timeline Resource, Laurel Vaccaro
Masters Theses, 2020-current
Link to Interactive Timeline Resource (ITR): https://sites.google.com/view/itr-internet-art/home
The purpose of this study was to first collect and summarize the history of internet art from its inception to current day and, second, to create an interactive timeline resource (ITR) designed for K-12 art application. Current approaches to internet art include recommendations that students engage with social media in the K-12 setting, yet gaps in the literature have neglected to address the actual history of internet art as a feature of a student’s K-12 art experiences. Initial research started from a preliminary hypothesis that highlighted the irony of students using the internet …
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 …
Usage And Effects Of Video Games In Education, Kevin Sagara
Usage And Effects Of Video Games In Education, Kevin Sagara
ART 108: Introduction to Games Studies
In modern society, the act of playing games entices certain prejudices towards those who decide to participate in such activities. Those prejudices normally revolve around negative stereotypes where games are meant for non-social adults and are seen as something akin to addiction if gone too far. But how much gaming is needed to be considered as an addiction and what actual effects does it have on mental growth, social capabilities and academics? As a community revolving around technology as much as we are, understanding how video games play a role in our social space is an important aspect to growth. …
Lost & Found: New Harvest, Owen Gottlieb, Ian Schreiber
Lost & Found: New Harvest, 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.
Set in Fustat (Old Cairo) in the 12th century, a great crossroads of Islam, Judaism, and Christianity. 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 …
Re-Playing Maimonides’ Codes: Designing Games To Teach Religious Legal Systems, Owen Gottlieb
Re-Playing Maimonides’ Codes: Designing Games To Teach Religious Legal Systems, Owen Gottlieb
Articles
Lost & Found is a game series, created at the Initiative for
Religion, Culture, and Policy at the Rochester Institute of
Technology MAGIC Center.1 The series teaches medieval
religious legal systems. This article uses the first two games
of the series as a case study to explore a particular set of
processes to conceive, design, and develop games for learning.
It includes the background leading to the author's work
in games and teaching religion, and the specific context for
the Lost & Found series. It discusses the rationale behind
working to teach religious legal systems more broadly, then
discuss the …
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 …
Playful Ai Education, Todd W. Neller
Playful Ai Education, Todd W. Neller
Computer Science Faculty Publications
In this talk, Neller shared how games can serve as a fun means of teaching not only game-tree search in Artificial Intelligence (AI), but also such diverse topics as constraint satisfaction, logical reasoning, planning, uncertain reasoning, machine learning, and robotics. He observed that teachers teach best when they enjoy what they share and encouraged AI educators present to teach to their unique strengths and enthusiasms.
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 …