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Articles 1 - 13 of 13

Full-Text Articles in Education

Digitizing Delphi: Educating Audiences Through Virtual Reconstruction, Kate Koury Jan 2024

Digitizing Delphi: Educating Audiences Through Virtual Reconstruction, Kate Koury

The Journal of Purdue Undergraduate Research

Implementing a 3D model into a virtual space allows the general public to engage critically with archaeological processes. There are many unseen decisions that go into reconstructing an ancient temple. Analysis of available materials and techniques, predictions of how objects were used, decisions of what sources to reference, puzzle piecing broken remains together, and even educated guesses used to fill gaps in information often go unobserved by the public. This work will educate users about those choices by allowing the side-by-side comparison of conflicting theories on the reconstruction of the Tholos at Delphi, which is an ideal site because of …


Collaborative Constructions: Designing High School History Curriculum With The Lost & Found Game Series, Owen Gottlieb, Shawn Clybor Oct 2022

Collaborative Constructions: Designing High School History Curriculum With The Lost & Found Game Series, Owen Gottlieb, Shawn Clybor

Articles

This chapter addresses design research and iterative curriculum design for the Lost & Found games series. The Lost & Found card-to-mobile series is set in Fustat (Old Cairo) in the twelfth century and focuses on religious laws of the period. The first two games focus on Moses Maimonides’ Mishneh Torah, a key Jewish law code. A new expansion module which was in development at the time of the fieldwork described in this article that introduces Islamic laws of the period, and a mobile prototype of the initial strategy game has been developed with support National Endowment for the Humanities. The …


Mapping Renewal: How An Unexpected Interdisciplinary Collaboration Transformed A Digital Humanities Project, Elise Tanner, Geoffrey Joseph Apr 2021

Mapping Renewal: How An Unexpected Interdisciplinary Collaboration Transformed A Digital Humanities Project, Elise Tanner, Geoffrey Joseph

Digital Initiatives Symposium

Funded by a National Endowment for Humanities (NEH) Humanities Collections and Reference Resources Foundations Grant, the UA Little Rock Center for Arkansas History and Culture’s “Mapping Renewal” pilot project focused on creating access to and providing spatial context to archival materials related to racial segregation and urban renewal in the city of Little Rock, Arkansas, from 1954-1989. An unplanned interdisciplinary collaboration with the UA Little Rock Arkansas Economic Development Institute (AEDI) has proven to be an invaluable partnership. One team member from each department will demonstrate the Mapping Renewal website and discuss how the collaborative process has changed and shaped …


Playing At The Crossroads Of Religion And Law: Historical Milieu, Context And Curriculum Hooks In Lost & Found, Owen Gottlieb Jan 2021

Playing At The Crossroads Of Religion And Law: Historical Milieu, Context And Curriculum Hooks In Lost & Found, Owen Gottlieb

Articles

This chapter presents the use of Lost & Found – a purpose-built tabletop to mobile game series – to teach medieval religious legal systems. The series aims to broaden the discourse around religious legal systems and to counter popular depiction of these systems which often promote prejudice and misnomers. A central element is the importance of contextualizing religion in period and locale. The Lost & Found series uses period accurate depictions of material culture to set the stage for play around relevant topics – specifically how the law promoted collaboration and sustainable governance practices in Fustat (Old Cairo) in twelfth-century …


"Clavis Aurea": An Augmented Reality Game For The Teaching Of Local History, George Koutromanos, Theodora Pittara, Christopher Tripoulas Jan 2020

"Clavis Aurea": An Augmented Reality Game For The Teaching Of Local History, George Koutromanos, Theodora Pittara, Christopher Tripoulas

Publications and Research

The aim of this study was the design, development, and evaluation of an Augmented Reality game to teach students about the local history of a Greek island. Design-based research served as the foundation of this study’s methodology. Experts in ICT in education, teachers with knowledge of the local history and primary education students participated in the evaluation of this study. The results of the evaluation showed that the game presents satisfactory levels of usability and that its content is compatible with the island’s local history. Among the factors influencing its use by students were internet connectivity, the large number of …


Nuanced Narratives: Reporting With Critical Race And Feminist Standpoint Theories, Emily Margaret Pelland Jan 2019

Nuanced Narratives: Reporting With Critical Race And Feminist Standpoint Theories, Emily Margaret Pelland

Graduate Theses, Dissertations, and Problem Reports

The Google Expedition titled WWI Era Through the Eyes of the Chicago Defender explores African American experiences during the early years of the Great Migration (1910-1970). Conventional journalism relies on the false idea that journalists are meant to be, and can be, objective, outside observers. This report provides tools for journalists to create more nuanced, thorough storytelling endeavors. This report describes the theoretical framework and intent of the Virtual Reality (VR) project for students in grades 8 and above. It utilizes Feminist Standpoint Theory (FST) and Critical Race Theory (CRT) to cultivate a VR experience that acknowledges particular, overlooked aspects …


Your Iphone Cannot Escape History, And Neither Can You: Self-Reflexive Design For A Mobile History Learning Game, Owen Gottlieb Jan 2018

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 …


Design-Based Research Mobile Gaming For Learning Jewish History, Tikkun Olam, And Civics, Owen Gottlieb Jan 2017

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 …


A Diachronic Overview Of Mobile Learning: A Shift Toward Student-Centered Pedagogies, Helen Crompton Jan 2014

A Diachronic Overview Of Mobile Learning: A Shift Toward Student-Centered Pedagogies, Helen Crompton

Teaching & Learning Faculty Publications

This chapter provides a brief historical overview of the technology contributing to mobile learning (mLearning) and the concomitant progression towards student-centred pedagogies. To begin, mLearning is defined. The theoretical, pedagogical and conceptual underpinnings of it are then explained, with a focus on the technologies and the pedagogies of each decade, from the 1970s and Kay’s futuristic vision of a mobile learning device, to today’s mobile learning technologies that have surpassed Kay’s vision.


Research Supporting Technology Education- Task Force 2.4 Final Report, Philip A. Reed, Jim Carlson, Fred Figliano, Hal Harrison, Hyuksoo Kwon, Johnny Moye, Phyllis Opare, John M. Ritz, Roger Skophammer, John Wells Jan 2008

Research Supporting Technology Education- Task Force 2.4 Final Report, Philip A. Reed, Jim Carlson, Fred Figliano, Hal Harrison, Hyuksoo Kwon, Johnny Moye, Phyllis Opare, John M. Ritz, Roger Skophammer, John Wells

STEMPS Faculty Publications

(First paragraph) ITEA's Board of Directors convened a task force in 2006 to identify research on technology teaching and learning. The resulting database is designed to help teachers, supervisors, and anyone that needs to show research support for technology education. The research was compiled by the following task force members:


America Calling: A Social History Of The Telephone To 1940. (Book Review), Philip A. Reed Jan 2000

America Calling: A Social History Of The Telephone To 1940. (Book Review), Philip A. Reed

STEMPS Faculty Publications

No abstract provided.


Multi-Culture Unit On Native Americans, Calvin E. Marschall Jan 1998

Multi-Culture Unit On Native Americans, Calvin E. Marschall

All Graduate Projects

The culture of the Native American has been ignored by the educational institutions of the United States far too long. With the recent comi decisions upholding Native American treaties, local school districts must obligate themselves to the teaching of Native American culture. The purpose of this project was to develop a multicultural unit, about Native American culture, and then introduce this unit of study into the history classes at Wenatchee High School.


Oral Roberts University Outreach (Spring 1966), Oral Roberts University Apr 1966

Oral Roberts University Outreach (Spring 1966), Oral Roberts University

Oral Roberts University Outreach

Issue includes:

  • "Governor Bellmon Visits ORU Campus"
  • "Art for HIS Sake" by Warren Straton
  • "The High Road of Achievement" by John D. Messick
  • "The President's Advisory Cabinet"
  • "Space Age Learning" by Paul I McClendon
  • "The Library at ORU"
  • "The University Counseling Center" by John K. Tuel
  • "ORU Students Caught Up in the Sweep of Western Civilization.