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Articles 361 - 390 of 563
Full-Text Articles in Digital Humanities
Bursting The Filter Bubble: Information Literacy And Questions Of Valuation, Navigation, And Control In A Digital Landscape, Komysha Hassan
Bursting The Filter Bubble: Information Literacy And Questions Of Valuation, Navigation, And Control In A Digital Landscape, Komysha Hassan
Honors Undergraduate Theses
The evolution of social media platforms and other public forums in the digital realm has created an explosion of user-generated content and data as a component of the already content-saturated digital landscape. The distributed, horizontal nature of the internet as a platform makes it difficult to ascertain value and differentiate between texts of varying validity, bias, and purpose. In addition, the internet is not an inanimate interface. As Pariser (2011) argues, content aggregators, such as Google, actively filter, personalize, and therefore limit each individual's access to information, in both range and type. This has created a crisis of information valuation …
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 …
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 …
Going Public: How And Why To Develop A Digital Scholarly Identity, Katina Rogers, Lisa M. Rhody, Danica Savonick, Lisa Tagliaferri
Going Public: How And Why To Develop A Digital Scholarly Identity, Katina Rogers, Lisa M. Rhody, Danica Savonick, Lisa Tagliaferri
Publications and Research
Establishing a meaningful digital identity is essential to managing one’s scholarly and professional reputation. This workshop addresses ways to cultivate an online identity and offers guidance on “going public” using tools and strategies for building a community around your work. Topics include social media, writing for different audiences, personal websites, digital dissertations, and more.
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.
Revolution And World War I Civil Rights?: Transnational Relations And Mexican Consul Records In Mexican American Educational History, 1910-1929, Victoria-María Macdonald, Gonzalo Guzmán
Revolution And World War I Civil Rights?: Transnational Relations And Mexican Consul Records In Mexican American Educational History, 1910-1929, Victoria-María Macdonald, Gonzalo Guzmán
Education's Histories
MacDonald and Guzmán demonstrate how the Mexican residents in the United States lobbied the Mexican government and Mexican consulates in the U.S. to secure their children's access to schooling from 1910-1929.
Preliminary Data Of The Smartsignplay Prototype: A Sign Language App For Families With Children Who Are D/Deaf Or Hard Of Hearing, Caroline A. Guardino, Brianna Balch, Sarah Rearick
Preliminary Data Of The Smartsignplay Prototype: A Sign Language App For Families With Children Who Are D/Deaf Or Hard Of Hearing, Caroline A. Guardino, Brianna Balch, Sarah Rearick
DHI Digital Projects Showcase
SmartSignPlay is an app aimed to assist children who are d/DHH and their families learn functional signs to support early communication development. The app is interactive and can be played on smartphones and tablets. The process of developing the app and preliminary results of the pilot study will be presented.
Exploring The Role Of Emerging Communication Technology And Social Media In 21st Century Veteran Education, Margaret Stewart, Carol M. Walker
Exploring The Role Of Emerging Communication Technology And Social Media In 21st Century Veteran Education, Margaret Stewart, Carol M. Walker
DHI Digital Projects Showcase
This poster presents the findings of critical literature assessment across the areas of military culture of learning, social media, and collaborative pedagogy studies in order to discuss the role and potential benefits of utilizing emerging communication technology, such as social media and mobile devices, to enhance the educational experience for military veterans in the college classroom. By examining these variables within the context of Social Learning Theory, this project seeks to review and analyze strategies that may be of potential value of using communication technologies in order to better support the transition of military veterans from the battlefield to the …
1997 Homecoming: "A Cardinal Tale Of Love, Spirit And Triumph", Otterbein University
1997 Homecoming: "A Cardinal Tale Of Love, Spirit And Triumph", Otterbein University
Homecoming Weekends
The Program of Events and Activities for the 2016 Homecoming Weekend.
Wwabd? Intersectional Futures In Digital History, Tonya L. Howe
Wwabd? Intersectional Futures In Digital History, Tonya L. Howe
ABO: Interactive Journal for Women in the Arts, 1640–1830
WWABD: What would Aphra Behn—world traveler and spy, playwright and poet of scandal, innovator of novelistic forms—do, were she to imagine a future for digital humanities in period-specific scholarship? This essay outlines a vision for the DH section of Aphra Behn Online: An Interactive Journal for Women in the Arts, 1640-1830. In particular, I see three important and interrelated places for development: theorizing the feminized labor of digital recovery, editing, and textual preparation; offering thoughtful and feminist approaches to digital pedagogy that are specific to the work we do in the period; and critically assessing the absences in existing …
From The Ground Up: Building A Student-Centered Digital Scholarship Program, Courtney Paddick, Carrie Pirmann, Justin Guzman, Rennie Heza, Minglu Xu
From The Ground Up: Building A Student-Centered Digital Scholarship Program, Courtney Paddick, Carrie Pirmann, Justin Guzman, Rennie Heza, Minglu Xu
Bucknell University Digital Scholarship Conference
In Summer 2017, Bucknell’s Digital Scholarship Student Research Fellows (DSSRF) program welcomed its inaugural cohort. DSSRF is a librarian-led program which introduces students to digital scholarship tools and methodologies, and equips them with the skills necessary to undertake an independent, digitally-based research project. In this presentation, co-facilitators Courtney Paddick and Carrie Pirmann will discuss how the idea of DSSRF was brought to fruition, lessons learned from the first year of the program, and the importance of collaboration (both on campus and interinstitutional) in facilitating a meaningful learning experience for students. Rennie Heza '18, Justin Guzman ‘19, and Minglu Xu ‘20, …
The Real World Of Teaching In Hadrian’S Virtual Villa, Lynne Kvapil
The Real World Of Teaching In Hadrian’S Virtual Villa, Lynne Kvapil
Scholarship and Professional Work - LAS
A virtual 3D simulation of Hadrian's Imperial Villa at Tivoli, created as part of the Hadrian's Villa Project, was the centerpiece of a course module that combined Problem-based Learning with virtual world technology. The module asked students to use different learning environments, like the virtual villa, to solve ancient world problems focused on the life of the emperor Hadrian. The benefits and challenges of combining PBL with virtual world technology in the classroom are discussed here. Sample lesson plans from the course are also included.
An Evaluation Of Educational Values Of Youtube Videos For Academic Writing, Gbolahan Olasina
An Evaluation Of Educational Values Of Youtube Videos For Academic Writing, Gbolahan Olasina
The African Journal of Information Systems
The aim is to assess the impact of YouTube videos about academic writing and its skills on the writing performance of students. Theoretical perspectives from constructivism and associated learning models are used to inform the purpose of the research. The contextual setting is matriculation students awaiting admission to higher institutions. The population is 40 students belonging to a class aimed at assisting disadvantaged students in their academic writing in Scottsville, Province of KwaZulu-Natal, South Africa. The students are broken into two groups – control/traditional teaching and the treatment/YouTube facilitated groups. Consequently, a dominant qualitative approach is adopted using focus group …
The Apparition Of These Screens In The Crowd, Trey Conatser
The Apparition Of These Screens In The Crowd, Trey Conatser
Greater Faculties: A Review of Teaching and Learning
To unpack some of our assumptions about attention, learning, and technology in the classroom, CELT's Trey Conatser spoke with Dr. Yuha Jung and Dr. Rachel Shane of the Department of Arts Administration. Jung and Shane have worked with colleagues to integrate technologies into their teaching so that students are more likely to be on task. What follows is an informal exploration of what it means to pay attention and to learn in the context of the contested value of digital technologies.
The Building Blocks Of History, Nicole Martin
The Building Blocks Of History, Nicole Martin
Greater Faculties: A Review of Teaching and Learning
Dr. Steve Davis is an Assistant Professor of History at the University of Kentucky, where he teaches precolonial and modern South African history using the popular video game Minecraft. CELT's Dr. Nicole Martin asked Dr. Davis about his goals for student learning, and how he encourages students to develop skills in historical analysis through virtual world-building.
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 …
Equality Archive: Open Educational Resources As Feminist Praxis, Shelly J. Eversley, Laurie Hurson
Equality Archive: Open Educational Resources As Feminist Praxis, Shelly J. Eversley, Laurie Hurson
Publications and Research
Statement on EqualityArchive.com as an instance of open educational resources as feminist praxis.
Bringing Stories To Life By Sharing Archival Material, Christina M. Noto
Bringing Stories To Life By Sharing Archival Material, Christina M. Noto
Student Publications
Last summer I researched the experiences of women at Gettysburg College during the pivotal decade 1965-1975 with the support of a college grant, the Koble Fellowship, a ten-week humanities based faculty-mentored research project. I tracked women's experiences at the college during this period and designed a digital scholarship project to share their stories. As a history major and as a feminist, a project about the history of women and their activism on campus nicely complemented by interests. (excerpt)
New Design Principles For Mobile History Games, Owen Gottlieb
New Design Principles For Mobile History Games, Owen Gottlieb
Presentations and other scholarship
This study draws on design-based research on an ARIS–based mobile augmented reality game for teaching early 20th century history. New design principles derived from the study include the use of supra-reveals, and bias mirroring. Supra-reveals are a kind of foreshadowing event in order to ground historical happenings in the wider enduring historical understanding. Bias mirroring refers to a nonplayer character echoing back a player’s biased behavior, in order to open the player to listening to alternative perspectives. Supra-reveals engendered discussion of historical themes early in the game experience. The results showed that use of a cluster of NPC bias mirroring …
K-12 Education, Pedagogy And Student Achievement, Genevieve Johnson
K-12 Education, Pedagogy And Student Achievement, Genevieve Johnson
Dissertations, Theses, and Capstone Projects
K-12 Education, Pedagogy and Student Achievement is a study of traditional public schools and charter schools in New York City. The project takes District 2 in Manhattan and District 23 in Brooklyn as its focus in consideration of the effects of difference on student learning. This project argues for constructivist pedagogies in K-12 learning to produce literacy and equity in under-resourced school.
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 …
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 …
Twenty Reasons To Publish In Dignity, Donna M. Hughes
Twenty Reasons To Publish In Dignity, Donna M. Hughes
Dignity: A Journal of Analysis of Exploitation and Violence
No abstract provided.
Blue The Bee Learns To Be Happy, Connie Reimers-Hild, Deborah J. Weitzenkamp, Connie Reimers-Hild, Kim Wellsandt
Blue The Bee Learns To Be Happy, Connie Reimers-Hild, Deborah J. Weitzenkamp, Connie Reimers-Hild, Kim Wellsandt
Kimmel Education and Research Center: Faculty and Staff Publications
Do you sometimes feel sad or blue and don't know what to do? If so, this book was written just for you!
Join Blue the Bee as she travels through Happy Orchard meeting her friends (Flutter, Buzz, Bonita and Ernie) to learn the 7 Happiness Habits. When happiness is a habit, it comes without thinking. You can choose how to spend your day and use your time. You choose how to live your life and what is on your mind.
Each page was designed to enjoy at any age. People can become pollinators of happiness in any life stage!
This …
As If By Magic: Unleashing Critical And Expressive Voices Through A Rhetoric Of "This/And" In First-Year Composition, Nolan Chessman
As If By Magic: Unleashing Critical And Expressive Voices Through A Rhetoric Of "This/And" In First-Year Composition, Nolan Chessman
Dissertations, Theses, and Capstone Projects
This dissertation engages academic, creative, and student genres in conversation in order to challenge the strict discursive and stylistic boundaries placed around college writing, particularly in first-year composition. Because this project aims to thrust first-year writing pedagogy beyond the confines of fixed genre forms, its inquiry is multimodal, intermingling writing styles and research modes so that, in scholar-teacher Wendy Bishop’s words, “I can think in and through them all” (“Places to Stand” 17). The particulars—or “data”—informing this study are primarily archival, textual (often a combination of the two), experimental, and experiential. Broadly speaking, this inquiry consists of seven chapters, which …
A Digitalização 3d Das Cerâmicas Da Coleção Valentin Calderón Como Ferramenta Para A Preservaço, Mara Lúcia Carrett De Vasconcelos, Robert Z. Selden Jr.
A Digitalização 3d Das Cerâmicas Da Coleção Valentin Calderón Como Ferramenta Para A Preservaço, Mara Lúcia Carrett De Vasconcelos, Robert Z. Selden Jr.
CRHR: Archaeology
Valentin Calderón figura como um dos pioneiros da arqueologia no Nordeste do Brasil. Membro do Programa Nacional de Pesquisas Arqueológicas entre as décadas de 1960 e 70, foi responsável pelos levantamentos sistemáticos nos sítios arqueológicos do estado da Bahia e identificou a tradição cerâmica Aratu. Calderón foi também o idealizador do Museu de Arqueologia e Etnologia da Universidade Federal da Bahia (MAE/UFBA), que hoje salvaguarda sua coleção arqueológica e seu arquivo pessoal. Em uma parceria realizada com pesquisadores do Center for Regional Heritage Research da Stephen F. Austin University, Texas, EUA, os artefatos cerâmicos da coleção Valentin Calderón foram digitalizados …
Implementing Vocabutoons In The English Language Arts Classroom: Drawing Their Way To Success, William Sewell
Implementing Vocabutoons In The English Language Arts Classroom: Drawing Their Way To Success, William Sewell
Research & Publications
Although vocabulary acquisition remains a critical to literacy development, teachers infrequently devote classroom time to vocabulary exercises. In this article, the author demonstrates the use of "vocabutoons" as an instructional activity which draws upon students’ multiple literacies—in particular, visual literacy—in order to foster vocabulary development. Tooning is based upon the belief that "[p]roficient readers visualize what they read as they construct meaning from a text" (Onofrey & Leikam 682). Representative artwork created by English Education majors enrolled in a young adult literature course at a university in the Midwest will be featured to highlight the tooning process.
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 & …
Multimodal Pedagogies, Processes And Projects: Writing Teachers Know More Than We May Think About Teaching Multimodal Composition, Jessica B. Gordon
Multimodal Pedagogies, Processes And Projects: Writing Teachers Know More Than We May Think About Teaching Multimodal Composition, Jessica B. Gordon
Theses and Dissertations
Multimodal writing refers to texts that use more than one communicative mode to convey information. While there is much scholarship that examines the history of alphabetic writing instruction and the alphabetic composing processes of students, little research explores the historical origins of multimodal composition and the processes in which students engage as they compose multimodal texts. This two-part project takes a fresh approach to studying multimodal writing by exploring the multimodal pedagogies of ancient Greek and Roman rhetoric and writing teachers, analyzing the role of mental and physical images in modern writers’ composing practices, and investigating contemporary students’ processes for …
Text Based Analysis In The Undergraduate Classroom, Katelyn Antolik
Text Based Analysis In The Undergraduate Classroom, Katelyn Antolik
Electronic Theses and Dissertations
This project compromises of both a written and technical portion. I have created an interactive web source for teaches in the undergraduate literature classroom to encourage a dynamic experience with literary text in order to promote active engagement in literature for students at any level of technological experience. Students or teachers are able to input outside texts that utilize graphs, charts, and interactive web tools in order to promote learning skills transferable to both academic and non-academic career paths. By utilizing “The Story of an Hour”, I explore the uses of this software in order to demonstrate the potential of …