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Articles 1 - 5 of 5
Full-Text Articles in Women's History
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 …
"Going Steady?": Documenting The History Of Dating In American Culture, 1940-1990, Jill E. Anderson
"Going Steady?": Documenting The History Of Dating In American Culture, 1940-1990, Jill E. Anderson
University Library Faculty Publications
“‘Going Steady?’: Documenting the History of Dating in American Culture, 1940-1990” is a one-credit, pass/no-credit freshman seminar taught for Georgia State University’s Honors College. This course has grown out of my current research on post-World War II girls' cultural and intellectual history and out of my work as Georgia State University's History, African-American Studies, and Women's, Gender, and Sexuality Studies Librarian. "Going Steady?" is designed to teach basic primary-source searching and interpretive skills and to familiarize students with primary sources available to them as Georgia State University students. Centering on a broad and engaging topic, the course offers a general …
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 …
Uncovering The Truth: Women Spies Of The Civil War, Olivia Traina (Class Of 2017)
Uncovering The Truth: Women Spies Of The Civil War, Olivia Traina (Class Of 2017)
History Undergraduate Publications
The American Civil War is one of the most impactful events in our nation’s history. There is so much that can be analyzed within this one event, from the years leading into the war, during the war, and Reconstruction. Most historians and school history textbooks only focus on the male and battle aspects of the war. While these two topics make up a majority of Civil War history, there is another huge component that played a prominent role, and that is the women spies.
Women spies played a vital role in the Civil War. Rose O’Neal Greenhow, Belle Boyd, Sarah …
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 …