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Articles 1 - 30 of 580
Full-Text Articles in Digital Humanities
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 …
Lishmah: An Exploration Of Syntactic Ambiguity And Biblical Exegesis Through The Jewish Calendar Year, Shani Tzoref
Lishmah: An Exploration Of Syntactic Ambiguity And Biblical Exegesis Through The Jewish Calendar Year, Shani Tzoref
Dissertations, Theses, and Capstone Projects
Lishmah (Hebrew, meaning “for its own sake”) is a digital resource for exploring syntactic ambiguity in the Hebrew Bible and traditional Jewish biblical interpretation. Hosted on CUNY Manifold, it currently features twelve curated cases of syntactic ambiguity, each linked to a month of the Hebrew calendar, accompanied by annotated medieval Jewish commentaries.
The project employs digital tools for data compilation, presentation, and user interaction. While in its early stages, Lishmah aims to contribute to digital humanities by bridging traditional close reading with computational approaches and highlighting discourse analysis in biblical studies.
Future plans include developing Lishmah into a collaborative research …
Curated Bricolage: Questions Of Agency, Accuracy, And Complicity In Munich Holocaust Memorialization, Jamie Downing
Curated Bricolage: Questions Of Agency, Accuracy, And Complicity In Munich Holocaust Memorialization, Jamie Downing
Academic Affairs
As the birthplace of the Nazi movement, Munich has long struggled to reckon with its legacy from World War II and the Holocaust. While some museums in Munich document the rise of the Nazis, the war, and the Holocaust, unlike other European cities, Munich lacks a centralized Holocaust museum or memorial. Instead, across the city there are dozens of mini-monuments—plaques, sculptures, cobblestone markings—that reference different figures and events related to Munich's Nazi history. These sites comprise a decentralized, bricolage approach to memorialization, leaving individuals to happen upon these mini-memorials and make sense of them without much context.
While this approach …
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 …
Wikipedia’S Intentional Distortion Of The History Of The Holocaust, Jan Grabowski, Shira Klein
Wikipedia’S Intentional Distortion Of The History Of The Holocaust, Jan Grabowski, Shira Klein
History Faculty Articles and Research
This essay uncovers the systematic, intentional distortion of Holocaust history on the English-language Wikipedia, the world’s largest encyclopedia. In the last decade, a group of committed Wikipedia editors have been promoting a skewed version of history on Wikipedia, one touted by right-wing Polish nationalists, which whitewashes the role of Polish society in the Holocaust and bolsters stereotypes about Jews. Due to this group’s zealous handiwork, Wikipedia’s articles on the Holocaust in Poland minimize Polish antisemitism, exaggerate the Poles’ role in saving Jews, insinuate that most Jews supported Communism and conspired with Communists to betray Poles (Żydokomuna or Judeo–Bolshevism), blame …
Nebraska Stories Of Humanity: Increasing Accessibility To Holocaust Education, Aila Ganic
Nebraska Stories Of Humanity: Increasing Accessibility To Holocaust Education, Aila Ganic
Honors Program: Senior Projects (Public)
This thesis seeks to answer the question: How can the digital humanities provide a vehicle that elevates the human impact of survivor narrative and testimony? An analyzation of how the digital humanities could preserve survivor testimony is conducted through an examination of how Bea Karp’s narrative will be shared through the Nebraska Stories of Humanity portal project. Based on this analyzation, the Nebraska Stories of Humanity portal could be an effective method for teaching Holocaust education for three main reasons. First, this portal project avoids perpetrator-oriented narratives by highlighting survivors and soldiers who liberated camps. Further, it also offers a …
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 …
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 …
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 …
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 …
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 …
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.
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 …
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, 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 …
Who Really Said What? Mobile Historical Situated Documentary As Liminal Learning Space, Owen Gottlieb
Who Really Said What? Mobile Historical Situated Documentary As Liminal Learning Space, Owen Gottlieb
Articles
This article explores the complexities and affordances of historical representation that arose in the process of designing a mobile augmented reality video game for teaching history. The process suggests opportunities to push the historical documentary form in new ways. Specifically, the article addresses the shifting liminal space between historical fiction narrative, and historical interactive documentary narrative. What happens when primary sources, available for examination are placed inside of a historically inspired narrative, one that hews closely to the events, but creates drama through dialogues between player and historical figure? In this relatively new field of interactive historical situated documentary, how …
Occupy Judaism: Religion, Digital Media, And The Public Sphere, Ayala Fader, Owen Gottlieb
Occupy Judaism: Religion, Digital Media, And The Public Sphere, Ayala Fader, Owen Gottlieb
Articles
This article provides an analysis of Occupy Judaism, an explicitly religious expression of Jewish protest, which occurred simultaneously with Occupy Wall Street, the direct-democracy movement of 2011. Occupy Judaism, like Occupy Wall Street, took place both in physical spaces of protest in New York City and digitally, through mobilizing and circulating debate. The article focuses on the words and actions of Daniel Sieradski, the public face and one of the key founders of Occupy Judaism, supplemented by the experiences of others in Occupy Judaism, Occupy Wall Street, and Occupy Faith (a Protestant clergy-led initiative). We investigate what qualified as religion …
Jewish Games For Learning: Renewing Heritage Traditions In The Digital Age, Owen Gottlieb
Jewish Games For Learning: Renewing Heritage Traditions In The Digital Age, Owen Gottlieb
Articles
Rather than a discontinuity from traditional modes of learning, new explorations of digital and strategic games in Jewish learning are markedly continuous with ancient practices. An explication of the close connections between traditional modes of Jewish learning, interpretive practice, and gaming culture can help to explain how Jews of the Digital Age can adopt and are adapting modern Games for Learning practices for contemporary purposes. The chapter opens by contextualizing a notion of Jewish Games and the field of Games for Learning. Next, the chapter explains the connections between game systems and Jewish traditions. It closes with a case study …
Case Study Two: Jewish Time Jump: New York, Owen Gottlieb
Case Study Two: Jewish Time Jump: New York, Owen Gottlieb
Articles
Gottlieb presents an early case study of his mobile augmented reality game Jewish Time Jump: New York design on the ARIS platform for the iPhone and iPad (iOS). The game is set on-location in Washington Square Park in New York city. Players in 5th-7th grade take on the role of time-traveling reporters, landing on site on the eve of the Uprising of 20,000, the largest women-led strike in U.S. History. Based on their GPS location they receive media from over 100 years in the past, interactive with digital characters as they work to gather a story for the fictional Jewish …
Nurturing Play-Makers & Active Investigative Agents: Schwartz Tag, Good Video Games And Futures Of Jewish Learning, Owen Gottlieb
Nurturing Play-Makers & Active Investigative Agents: Schwartz Tag, Good Video Games And Futures Of Jewish Learning, Owen Gottlieb
Articles
How can an experiential approach to education, in combination with a games-based orientation, help us reach often-elusive educational goals? In many ways the study of games and game design bring us back to tenets of education that we have long known, including the benefits of self-directed learning and project-based work. Games-based design and learning may provide a way to shift the discussion from “What should an educated Jew know?” to “How does a learner develop a taste for Jewish learning and living?”
Meir B. Elijah Of Norwich And The Margins Of Memory, Miriamne Ara Krummel
Meir B. Elijah Of Norwich And The Margins Of Memory, Miriamne Ara Krummel
English Faculty Publications
"Meir b. Elijah of Norwich and the Margins of Memory" is a study of Meir of Norwich's use of acrostics to record his English Jewish identity. In the face of the 1290 Expulsion, which follows upon many episodes of anti-Jewish violence and antipathy, Meir attempts to have his name recorded in perpetuity. This essay details some of those moments of violence in order to give voice to Meir's world and to clarify Meir's desire to be remembered.
12/22/1991 Birthday Note, Sumner T. Bernstein
12/22/1991 Birthday Note, Sumner T. Bernstein
Rosalyne S. Bernstein Correspondence
For more information on the Rosalyne S. Bernstein Papers, please visit the finding aid HERE
06/26/1991 Anniversary Note, Sumner T. Bernstein
06/26/1991 Anniversary Note, Sumner T. Bernstein
Rosalyne S. Bernstein Correspondence
For more information on the Rosalyne S. Bernstein Papers, please visit the finding aid HERE.
Brief note from Sumner T. Bernstein to Rosalyne S. Bernstein on the occasion of their anniversary.
05/13/1990 Mother's Day Note, Sumner T. Bernstein
05/13/1990 Mother's Day Note, Sumner T. Bernstein
Rosalyne S. Bernstein Correspondence
For more information on the Rosalyne S. Bernstein Papers, please visit the finding aid HERE
Brief letter from Sumner T. Bernstein to Rosalyne S. Bernstein for Mother's Day, 1990.
12/12/1988 Birthday Note, Sumner T. Bernstein
12/12/1988 Birthday Note, Sumner T. Bernstein
Rosalyne S. Bernstein Correspondence
For more information on the Rosalyne S. Bernstein Papers, please visit the finding aid HERE
Brief note from Sumner T. Bernstein to Rosalyne S. Bernstein on the occasion of her birthday.
12/22/1986 Birthday Note, Sumner T. Bernstein
12/22/1986 Birthday Note, Sumner T. Bernstein
Rosalyne S. Bernstein Correspondence
For more information on the Rosalyne S. Bernstein Papers, please visit the finding aid HERE
Brief note from Sumner T. Bernstein to Rosalyne S. Bernstein on the occasion of her birthday.
12/22/1980 Birthday Note, Sumner T. Bernstein
12/22/1980 Birthday Note, Sumner T. Bernstein
Rosalyne S. Bernstein Correspondence
For more information on the Rosalyne S. Bernstein Papers, please visit the finding aid HERE
Brief note from Sumner T. Bernstein to Rosalyne S. Bernstein on the occasion of her 52nd birthday.
12/22/1978 Birthday Note, Sumner T. Bernstein
12/22/1978 Birthday Note, Sumner T. Bernstein
Rosalyne S. Bernstein Correspondence
For more information on the Rosalyne S. Bernstein Papers, please visit the finding aid HERE
Brief note from Sumner T. Bernstein to Rosalyne S. Bernstein on the occasion of her 50th birthday.
06/26/1953 Anniversary Note, Sumner T. Bernstein
06/26/1953 Anniversary Note, Sumner T. Bernstein
Rosalyne S. Bernstein Correspondence
For more information on the Rosalyne S. Bernstein Papers, please visit the finding aid HERE
Brief note from Sumner T. Bernstein to Rosalyne S. Bernstein on the occasion of their anniversary.