Open Access. Powered by Scholars. Published by Universities.®

Education Commons

Open Access. Powered by Scholars. Published by Universities.®

Articles 1 - 5 of 5

Full-Text Articles in Education

Minecrafting Bar Mitzvah: Two Rabbis Negotiating And Cultivating Learner-Driven Inclusion Through New Media., Owen Gottlieb Oct 2020

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 Sep 2020

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 …


Two Roads Diverged: Iaas @ 50, Sue Norton Jan 2020

Two Roads Diverged: Iaas @ 50, Sue Norton

Articles

This article joins others in The Irish Journal of American Studies reflecting back on the history of the Irish Association of American Studies and the teaching of American literature and American Studies in Ireland.


Structured Professional Development For Academic Developers: A Collaborative Approach, Fiona O'Riordan, Íde O'Sullivan, Mary Fitzpatrick, Margaret Keane, Claire Mcavinia, Angelica Risquez Jan 2020

Structured Professional Development For Academic Developers: A Collaborative Approach, Fiona O'Riordan, Íde O'Sullivan, Mary Fitzpatrick, Margaret Keane, Claire Mcavinia, Angelica Risquez

Articles

This paper shares the experience of a group of academic developers’ engagement in collaboratively working towards the completion of an online open-access professional development (PD) course designed to support higher education teachers to engage with a new professional development framework. Committee members of the Educational Developers in Ireland Network set out to complete the course as a demonstration of their commitment to their own PD and to experience the process with a view to becoming facilitators of the course. An auto-ethnographic approach was used to capture this experience, and findings demonstrate an inspiring alternative to PD that supports academic developers …


Acts Of Meaning, Resource Diagrams, And Essential Learning Behaviors: The Design Evolution Of Lost & Found, Owen Gottlieb, Ian Schreiber Jan 2020

Acts Of Meaning, Resource Diagrams, And Essential Learning Behaviors: The Design Evolution Of Lost & Found, Owen Gottlieb, Ian Schreiber

Articles

Lost & Found is a tabletop-to-mobile game series designed for teaching medieval religious legal systems. The long-term goals of the project are to change the discourse around religious laws, such as foregrounding the prosocial aspects of religious law such as collaboration, cooperation, and communal sustainability. This design case focuses on the evolution of the design of the mechanics and core systems in the first two tabletop games in the series, informed by over three and a half years’ worth of design notes, playable prototypes, outside design consultations, internal design reviews, playtests, and interviews.