Open Access. Powered by Scholars. Published by Universities.®
Interdisciplinary Arts and Media Commons™
Open Access. Powered by Scholars. Published by Universities.®
- Institution
-
- Loyola Marymount University and Loyola Law School (47)
- University of Nebraska - Lincoln (27)
- Rochester Institute of Technology (18)
- University of Southern Maine (17)
- City University of New York (CUNY) (12)
-
- Virginia Commonwealth University (10)
- Rhode Island School of Design (9)
- SAE Institute Australasia (8)
- Claremont Colleges (7)
- Columbia College Chicago (7)
- Lesley University (7)
- Cal Poly Humboldt (4)
- James Madison University (3)
- Kennesaw State University (3)
- Nova Southeastern University (3)
- Pace University (3)
- University of Nevada, Las Vegas (3)
- California State University, San Bernardino (2)
- College of the Holy Cross (2)
- Fort Hays State University (2)
- Lingnan University (2)
- Old Dominion University (2)
- Portland State University (2)
- Southern Illinois University Carbondale (2)
- Stephen F. Austin State University (2)
- The University of San Francisco (2)
- University of Arkansas, Fayetteville (2)
- University of Rhode Island (2)
- University of South Carolina (2)
- Wayne State University (2)
- Keyword
-
- Art (14)
- Data Innovation Project (13)
- Education (11)
- Religion (9)
- Design (7)
-
- Pedagogy (7)
- Photography (7)
- Collaboration (6)
- Game design (6)
- History (6)
- Religious law (6)
- Diversity (5)
- Expression (5)
- Judaism (5)
- Maimonides (5)
- Medieval (5)
- Technology (5)
- Art education (4)
- Ceramics (4)
- Comics (4)
- Creativity (4)
- Games and learning (4)
- Job readiness (4)
- Music (4)
- Teaching (4)
- Workforce development (4)
- 3D (3)
- Animation (3)
- Career exploration (3)
- Composition (3)
- Publication Year
- Publication
-
- First-Gen Voices: Creative and Critical Narratives on the First-Generation College Experience (47)
- SANE journal: Sequential Art Narrative in Education (22)
- Publications (18)
- Articles (12)
- Masters Theses (9)
-
- Course Catalogs (7)
- Theses and Dissertations (7)
- Dissertations, Theses, and Capstone Projects (5)
- MFA in Photography and Integrated Media Theses (5)
- Presentations and other scholarship (5)
- The Transdisciplinary STEAM+ Journal (5)
- Digital Laboratory: Publisher of Internet Journal (3)
- Postgraduate (3)
- SAE Magazine (2007-2011) (3)
- CRHR: Archaeology (2)
- Cornerstone 2 Reports : Community Outreach and Empowerment Through Service Learning and Volunteerism (2)
- Dissertations and Theses (2)
- Expressive Therapies Capstone Theses (2)
- Graduate Theses and Dissertations (2)
- Journal of Hip Hop Studies (2)
- Journal of Social Theory in Art Education (2)
- Open Educational Resources (2)
- Publications and Research (2)
- Senior Honors Projects, 2010-2019 (2)
- Staff Scholarship - Australia & Dubai (2)
- UNLV Best Teaching Practices Expo (2)
- #CritEdPol: Journal of Critical Education Policy Studies at Swarthmore College (1)
- Abraham S. Fischler College of Education and School of Criminal Justice College Archive (1)
- All HCAS Student Capstones, Theses, and Dissertations (1)
- Art & Design Faculty Publications (1)
- Publication Type
- File Type
Articles 151 - 180 of 255
Full-Text Articles in Interdisciplinary Arts and Media
Fake Or Visual Trickery? Understanding The Quantitative Visual Rhetoric In The News, Rohit Mehta, Lynette Deaun Guzmán
Fake Or Visual Trickery? Understanding The Quantitative Visual Rhetoric In The News, Rohit Mehta, Lynette Deaun Guzmán
Journal of Media Literacy Education
In online and video/television spaces, news media discourses incorporate multimodal design as a discursive move capable of steering meaning toward desirable implications. Around the 2016 U.S. presidential elections, while polarized news outlets made their positionality on the candidates obvious, more neutral or central news outlets revealed their preferences through subtle multimodal design choices. One of these design choices is using a quantitative visual rhetoric: persuasive multimodal moves that draw on quantification through visual, spatial, and textual manipulation—involving the choice of data representation, visual images, and illustrations, (im)balance between numeric and alphabetic texts, and general quantitative narrative. This quantitative visual rhetoric …
Art Studio As Thinking Lab: Fostering Metacognition In Art Classrooms, Julia Marshall, Kimberley D'Adamo
Art Studio As Thinking Lab: Fostering Metacognition In Art Classrooms, Julia Marshall, Kimberley D'Adamo
Kimberley D'Adamo: Art, Curriculum, Publications, and Other Scholarly Works
What can high school art classes offer to both aspiring artists and students who have other interests and goals? Here’s an answer: thinking skills. Thinking skills are essential for all learners, and both art creation and encoun-tering art provide opportunities for complex thinking and, therefore, for honing conceptual skills. Beyond that, art experiences can spur students to reflect on how they think and to expand and refine their thinking. That is to say, art classes can cultivate metacognition.
This article pursues both trains of thought and describes how an art class can be an art thinking lab—a site for everyone …
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 …
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 …
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
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 …
Paradise Entertainment's Feature Of The Week: Splint, Brittney Callahan
Paradise Entertainment's Feature Of The Week: Splint, Brittney Callahan
MFA in Photography and Integrated Media Theses
Watching television has been part of my daily ritual since childhood. Every time it was turned on, I was able to enter into new worlds that were exotic compared to my house. Each story on the screen filled me with hope, inspired me with passion, and took me to a place where everything, no matter how terrible, seemed to have a purpose, an arc, and an end. These visual narratives birthed the idea of an equational life, one that seemed simple and mathematical. After I realized that life couldn’t be firmly calculated, I decided to invent my own alternative realities …
How To Be The Perfect Asian Wife!, Sophia Hill
How To Be The Perfect Asian Wife!, Sophia Hill
Art and Art History Honors Projects
“How to be the Perfect Asian Wife” critiques exploitative power systems that assault female bodies of color in intersectional ways. This work explores strategies of healing and resistance through inserting one’s own narrative of flourishing rather than surviving, while reflecting violent realities. Three large drawings mimic pervasive advertisement language and presentation reflecting the oppressive strategies used to contain women of color. Created with charcoal, watercolor, and ink, these 'advertisements' contrast with an interactive rice bag filled with comics of my everyday experiences. These documentations compel viewers to reflect on their own participation in systems of power.
Alternative Futures: The Creative Reconsideration Of Fashion Objects, Kathryn Roberts
Alternative Futures: The Creative Reconsideration Of Fashion Objects, Kathryn Roberts
Dissertations, Theses, and Capstone Projects
This project is the beginning of what I intend to be a larger, evolving work that seeks to marry the theoretical with the practical when considering fashion objects that have “served their purpose”. The object at the project’s focal point: a worn out pair of blue jeans. My particular focus on jeans is based on the fact that they, alongside the t-shirt, are one of the most ubiquitous and commonly owned pieces of clothing for people all over the world. This wardrobe staple transcends age, race, and class, as it occupies an iconic status that has made them invulnerable to …
The Bronx Was Brewing: A Digital Resource Of A Lost Industry, Michelle Zimmer
The Bronx Was Brewing: A Digital Resource Of A Lost Industry, Michelle Zimmer
Dissertations, Theses, and Capstone Projects
The Bronx: a bucolic oasis laden with history, a suburb within city-limits, an urban warzone, and thanks to the recent renaissance, a phoenix of progress rising from the proverbial ashes of the fires that burned through the borough in the 1970’s. But many people are unaware that the Bronx also brewed.
Uncovering the brewing industry of the Bronx tells not only the story of the lost industry, but it also communicates the narrative of the development of the Bronx. The brewers were German immigrants who developed a thriving industry by introducing lager beer to the United States by taking advantage …
Ft-Amends Focused Creative Writing, Mark Taylor
Under The Influence: An Interdisciplinary Approach To Psychedelics, Jody Roun
Under The Influence: An Interdisciplinary Approach To Psychedelics, Jody Roun
Master of Liberal Studies Theses
The following research will outline the effects of psychedelics from an interdisciplinary approach, which is to say that I will explore the neuroscience behind psychedelic drugs and how it relates to creativity, as a primary focus, while examining the role of additional points included along the way. The goal of this research, is to gain a deeper understanding of psychedelics and truly decipher what it means to be under the influence, as the most important goal of this human existence is to achieve understanding. The aforementioned is a point that great minds like Albert Einstein and Humphry Osmond impressed on …
Prosocial Religion And Games: Lost & Found, Owen Gottlieb, Ian Schreiber
Prosocial Religion And Games: Lost & Found, Owen Gottlieb, Ian Schreiber
Articles
In a time when religious legal systems are discussed without an understanding of history or context, it is more important than ever to help widen the understanding and discourse about the prosocial aspects of religious legal systems throughout history. The Lost & Found (www.lostandfoundthegame.com) game series, targeted for an audience of teens through twentysomethings in formal, learning environments, is designed to teach the prosocial aspects of medieval religious systems—specifically collaboration, cooperation, and the balancing of communal and individual/family needs. Set in Fustat (Old Cairo) in the 12th century, the first two games in the series address laws in Moses Maimonides’ …
Your Iphone Cannot Escape History, And Neither Can You: Self-Reflexive Design For A Mobile History Learning Game, Owen Gottlieb
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 …
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.
Wonder, Walking, And Water, Rachel Mayeri
Wonder, Walking, And Water, Rachel Mayeri
The Transdisciplinary STEAM+ Journal
Art and Science is a seminar and studio course on science-inspired art practices. We will survey and discuss cutting-edge art-science theory, practice, and institutions in seminar. In studio, we examine art-science topics in hands-on experiments, and guided activities leading to art projects.
Statefulness And Tangible Interaction In Design Education, Alex Lobos, Tim J. Wood
Statefulness And Tangible Interaction In Design Education, Alex Lobos, Tim J. Wood
Presentations and other scholarship
Interaction in Industrial Design is expanding from tangible realms to intangible digital experiences. In this new environment, Interaction Design provides logical sequences and behaviors that allow users to easily navigate through complex workflows. This paper discusses a framework in which interaction design provides an innovative approach to traditional industrial design. This includes the concept of ‘statefulness’, where the dynamic changes of complex systems are broken down into states that can be defined and manipulated in order to achieve a desired user experience. This framework goes beyond having physical components of a product control digital interfaces and develops experiences that jump …
Card Tricks: A Workflow For Scalability And Dynamic Content Creation Using Paper2d And Unreal Engine 4, Owen Gottlieb, Dakota Herold, Edward Amidon
Card Tricks: A Workflow For Scalability And Dynamic Content Creation Using Paper2d And Unreal Engine 4, Owen Gottlieb, Dakota Herold, Edward Amidon
Presentations and other scholarship
In this paper, we describe the design and technological methods of
our dynamic sprite system in Lost & Found, a table-top-to-mobile
card game designed to improve literacy regarding prosocial
aspects of religious legal systems, specifically, collaboration and
cooperation. Harnessing the capabilities of Unreal Engine’s
Paper2D system, we created a dynamic content creation pipeline
that empowered our game designers so that they could rapidly
iterate on the game’s systems and balance externally from the
engine. Utilizing the Unreal Blueprint component system we were
also able to modularize each actor during runtime as data may be
changed. The technological approach behind Lost …
Live. Tell. Resist., Angel Vazquez, Kyle Liang, Anthony Zelaya-Umanzor, Rosie Mejia, Patricia Gutierrez, Kayla Hampton, Mariacarolina Gomez, Melissa Martinez-Sanchez, Harman Brah, Victoria Arevalo, Tyra Cecilio, Dion Dang, Camila De Pierola, Noemi Fernandez Luna, Isabelle Marin, Mackenzie Mead, Jason Munoz, Daniel Penuela, Andrei Pineda, Patrick Pozon, Larissa Ramirez, Jasmine Segovia, Julien Stone Zachary, Aira Wada, Jiaxing Yu, Ariana Siordia, Jazmin Quezada
Live. Tell. Resist., Angel Vazquez, Kyle Liang, Anthony Zelaya-Umanzor, Rosie Mejia, Patricia Gutierrez, Kayla Hampton, Mariacarolina Gomez, Melissa Martinez-Sanchez, Harman Brah, Victoria Arevalo, Tyra Cecilio, Dion Dang, Camila De Pierola, Noemi Fernandez Luna, Isabelle Marin, Mackenzie Mead, Jason Munoz, Daniel Penuela, Andrei Pineda, Patrick Pozon, Larissa Ramirez, Jasmine Segovia, Julien Stone Zachary, Aira Wada, Jiaxing Yu, Ariana Siordia, Jazmin Quezada
First-Gen Voices: Creative and Critical Narratives on the First-Generation College Experience
This edition of First-Gen Voices features the stories and work of 24 first-generation college students at multiple higher education institutions. The aim is to disseminate a story about us, for us, and consequently, the dominant cultures that have yet to learn from our power.
Dignidad, Poder, Resistencia // Dignity, Power, Resistance, Michael Munoz, Alanis Gonzalez, Tallie Spencer, Isabelle Marin, Lesly Juarez, Christopher Reynoso, Antonia Garcia, Abigail Goad, Athena Martinez, Ruth Gomez, Angel Vazquez, Jazmin Quezada, Jasmine Segovia, Jordyn Wedell, Yulisa Gonzalez, Laura Mena Hernandez, Keiri Fernandez
Dignidad, Poder, Resistencia // Dignity, Power, Resistance, Michael Munoz, Alanis Gonzalez, Tallie Spencer, Isabelle Marin, Lesly Juarez, Christopher Reynoso, Antonia Garcia, Abigail Goad, Athena Martinez, Ruth Gomez, Angel Vazquez, Jazmin Quezada, Jasmine Segovia, Jordyn Wedell, Yulisa Gonzalez, Laura Mena Hernandez, Keiri Fernandez
First-Gen Voices: Creative and Critical Narratives on the First-Generation College Experience
First To Go Abroad" is a partnership between the Loyola Marymount University First To Go Program, LMU Study Abroad, and the Council on International Educational Exchange (CIEE), which seeks to increase study abroad opportunities for first-generation college students. In May 2017, fifteen first-gen students and two first-gen faculty mentors traveled together to Santiago, Dominican Republic, where they spent ten days exploring the country and learning about the local cultures, customs, and histories of the people who call the DR home.
Travel is a privilege not all students have the same access to; for some students, this trip was the first …
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 …
Black Matter, Kahlil Irving
Black Matter, Kahlil Irving
Graduate School of Art Theses
History as we know it, is inherited. Racism, fascism, white supremacy, and Eurocentric dominance have been presented as normal and acceptable within our society for many years. This has allowed police officers to execute Black American’s and not be acquitted for their horrendous crimes. As an activist I want to challenge the status quo. As an artist I am interested in investigating how I can present ideas embody or reflect contemporary issues and concerns. Using different colors can aggressively change how an object is perceived. Historical objects hold many important.
I explore many mediums, but an anchor material that I …
Literacy Revolution: How The New Tools Of Communication Change The Stories We Tell, Molly Gamble
Literacy Revolution: How The New Tools Of Communication Change The Stories We Tell, Molly Gamble
Dissertations, Masters Theses, Capstones, and Culminating Projects
The transmission of culture depends upon every generation reconsidering what it means to be literate. The way we consider ourselves to be a literate species is changing, which puts us at a unique turning point in human history. Verbal literacy, or the ability to read and write, is slowly being replaced by visual literacy as a primary tool for human communication. As a culture, we tend to underestimate the creative ferment of our increasingly visual world. The linear, structured pathways of traditional literacy are shifting towards a creative and participatory pursuit of unstructured information that emphasize dimensional thinking. The acceleration …
Images, Speech Balloons, And Artful Representation: Comics As Visual Narratives Of Early Career Teachers, Julian Lawrence, Ching-Chiu Lin, Rita Irwin
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
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
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: 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 & …
News - Oconee County Library, Athens Regional Library System, Rebecca Ballard
News - Oconee County Library, Athens Regional Library System, Rebecca Ballard
Georgia Library Quarterly
No abstract provided.
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 …