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Rochester Institute of Technology

2017

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Full-Text Articles in Education

Finding Lost & Found: Designer’S Notes From The Process Of Creating A Jewish Game For Learning, Owen Gottlieb Dec 2017

Finding Lost & Found: Designer’S Notes From The Process Of Creating A Jewish Game For Learning, Owen Gottlieb

Articles

This article provides context for and examines aspects of the design process of a game for learning. Lost & Found (2017a, 2017b) is a tabletop-to-mobile game series designed to teach medieval religious legal systems, beginning with Moses Maimonides’ Mishneh Torah (1180), a cornerstone work of Jewish legal rabbinic literature. Through design narratives, the article demonstrates the complex design decisions faced by the team as they balance the needs of player engagement with learning goals. In the process the designers confront challenges in developing winstates and in working with complex resource management. The article provides insight into the pathways the team …


Introduction: Jewish Gamevironments – Exploring Understanding With Playful Systems, Owen Gottlieb Dec 2017

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.


Jointly Offered Online Course Between Malmö University And Rochester Institute Of Technology On Industrial And Organizational Psychology, Esa M. Rantanen, Rebecca Johnson, Jonas Lundsten, Jean-Charles Languilaire, Andreas Sjöstedt Sep 2017

Jointly Offered Online Course Between Malmö University And Rochester Institute Of Technology On Industrial And Organizational Psychology, Esa M. Rantanen, Rebecca Johnson, Jonas Lundsten, Jean-Charles Languilaire, Andreas Sjöstedt

Articles

The idea of a jointly offered online course between Rochester Institute of Technology (RIT) and Malmö University (MU) on Industrial and Organizational (I/O) Psychology was first conceived at the 2nd Annual MU-RIT Symposium on Oct 1-3, 2014, in discussions between faculty members of RIT and MU. The symposium, held in Sweden at MU, provided an opportunity for faculty and administrators from RIT and MU to identify potential collaborative research and teaching partnerships between faculty from the two universities.

Two principal collaborators from each university began to develop a jointly offered course shortly after the symposium, based on an existing online …


The Advent Of University-Level Packaging Scholarship: The Time, The Place And The People, Diana Twede, Laura Bix Sep 2017

The Advent Of University-Level Packaging Scholarship: The Time, The Place And The People, Diana Twede, Laura Bix

Journal of Applied Packaging Research

In 1952, Michigan State College (MSC), now Michigan State University (MSU), was the first university in the world to offer a Bachelor of Science degree in Packaging. Other universities had previously offered related courses like canning (as part of a food science degree) or military packaging (in wartime), but MSU was the first to propose packaging as its own academic field of scholarship.

Other universities followed, sharing faculty and curriculum models developed at MSU. As a result, graduates’ careers in packaging now have a higher professional status, and universities play a key role in developing our international community of packaging …


A Direct Tex-To-Braille Transcribing Method, Andreas Papasalouros, Antonis Tsolomitis Aug 2017

A Direct Tex-To-Braille Transcribing Method, Andreas Papasalouros, Antonis Tsolomitis

Journal of Science Education for Students with Disabilities

The TeX/LaTeX typesetting system is the most wide-spread system for creating documents in Mathematics and Science. However, no reliable tool exists to this day for automatically transcribing documents from the above formats into Braille/Nemeth code. Thus, visually impaired students of related fields do not have access to the bulk of study material available in LaTeX format. We have developed a tool, named latex2nemeth, for directly transcribing LaTeX documents to Nemeth Braille, thus facilitating the access of blind students to Science. In order to support the extensive set of Mathematics symbols covered by TeX, we propose some new symbols based on …


Statefulness And Tangible Interaction In Design Education, Alex Lobos, Tim J. Wood Aug 2017

Statefulness And Tangible Interaction In Design Education, Alex Lobos, Tim J. Wood

Presentations and other scholarship

Interaction in Industrial Design is expanding from tangible realms to intangible digital experiences. In this new environment, Interaction Design provides logical sequences and behaviors that allow users to easily navigate through complex workflows. This paper discusses a framework in which interaction design provides an innovative approach to traditional industrial design. This includes the concept of ‘statefulness’, where the dynamic changes of complex systems are broken down into states that can be defined and manipulated in order to achieve a desired user experience. This framework goes beyond having physical components of a product control digital interfaces and develops experiences that jump …


Game Design & Development Curriculum: History & Future Directions, Elizabeth L. Lawley, Roger Altizer, Tracy Fullerton, Andrew Phelps, Constance Steinkuehler Aug 2017

Game Design & Development Curriculum: History & Future Directions, Elizabeth L. Lawley, Roger Altizer, Tracy Fullerton, Andrew Phelps, Constance Steinkuehler

Presentations and other scholarship

It has been nearly twenty years since the first undergraduate degree program in computer game development was established in 1998. Since that time, the number and size of programs in game design and development have grown at a rapid pace. While there were early efforts to establish curricular guidelines for the field, these face a number of challenges given the diverse range of academic homes for game-related programs. This panel will address the history of curricular development in the field, both in individual programs and across institutions. It will also explore the potential risks and rewards of developing curricular and/or …


Card Tricks: A Workflow For Scalability And Dynamic Content Creation Using Paper2d And Unreal Engine 4, Owen Gottlieb, Dakota Herold, Edward Amidon Aug 2017

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 …


University Sustainability: Assessing College Sustainability Rating Systems, James M. Albis Jul 2017

University Sustainability: Assessing College Sustainability Rating Systems, James M. Albis

Journal of Environmental Sustainability

This paper seeks to assess the three major university sustainability rating systems in the United States on their ability to drive positive sustainability outcomes. Since the mid-2000s the Association for Advancement of Sustainability in Higher Education, the Princeton Review, and the Sierra Club have attempted to rate universities on their sustainability policies and practices. A wide range of actions are rated by these organizations, from energy usage to transportation to procurement to academic offerings in the field of sustainability. This analysis shows that each organization values sustainability in different ways – for example, academics/co-curricular activities accounted for anywhere from 16%-49% …


New Design Principles For Mobile History Games, Owen Gottlieb Jun 2017

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 …


Impact Of Mastering Engineering On Student Learning And Perceptions In A Strength Of Materials Course, Harry G. Cooke, Md Abdullah Al Faruque Jun 2017

Impact Of Mastering Engineering On Student Learning And Perceptions In A Strength Of Materials Course, Harry G. Cooke, Md Abdullah Al Faruque

Presentations and other scholarship

The impact of Mastering Engineering on student learning of key concepts in strength of materials has been assessed in this study by comparing homework and examination grades received by students who used Mastering to those from prior years when it was not used. Student perceptions of the effectiveness of Mastering for helping promote learning were obtained through weekly surveys that students completed about their use of the tutorials and videos. In addition, student ratings of teaching effectiveness and the accomplishment of course learning outcomes were evaluated to see if there were any impacts on student perceptions of the course. From …


Approaching Undergraduate Research With Students Who Are Deaf And Hard-Of-Hearing, Austin U. Gehret, Jessica W. Trussell, Lea V. Michel May 2017

Approaching Undergraduate Research With Students Who Are Deaf And Hard-Of-Hearing, Austin U. Gehret, Jessica W. Trussell, Lea V. Michel

Journal of Science Education for Students with Disabilities

An undergraduate research experience can provide a unique opportunity for students to learn and grow as scientists; when positive, this experience is often transformative and motivates students to pursue science, technology, engineering and mathematics (STEM) graduate degrees or careers. Conversely, negative research experiences can sour a student’s opinion of research, propagate misconceptions of graduate school, and lead to attrition from STEM fields. Negative research experiences can be equally devastating for faculty mentors and may result in reluctance to mentor future research students. Using a mentoring approach that has traditionally translated to positive research experiences for hearing students may not be …


Time Travel, Labour History, And The Null Curriculum: New Design Knowledge For Mobile Augmented Reality History Games, Owen Gottlieb May 2017

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 …


From The Co-Editors..., Todd Pagano Feb 2017

From The Co-Editors..., Todd Pagano

Journal of Science Education for Students with Disabilities

No abstract provided.


A Universal Design For Robotics Education, Mustafa Şahin Bülbül Feb 2017

A Universal Design For Robotics Education, Mustafa Şahin Bülbül

Journal of Science Education for Students with Disabilities

In this century technological and educational needs increase drastically. Out of local language, educators need to teach robotic language and use necessary technologies to design robots like Arduino set. This set let users to know less code/computer language and knowledge about electronics. Users may develop their own robots with this set. It also improves design and implementation skills. However, it is not a suitable design for blinds. Universal design approach suggests educators to design courses in a way to meet the needs of all participants. By this approach, learning environments are helpful and useful for participants with special needs. With …


Creative Drama In The Teaching Of Education For Sustainable Development: Sample Activity About Sustainability And Sustainable Production, Özgül Keleş Feb 2017

Creative Drama In The Teaching Of Education For Sustainable Development: Sample Activity About Sustainability And Sustainable Production, Özgül Keleş

Journal of Environmental Sustainability

Creative drama can be adapted to the education for sustainable development and it can be used as an effective instructional strategy. The use of creative drama can be an effective teaching method for students to acquire new information and raise their awareness of the education for sustainable development. Though the number and severity of the local, national and global problems are rapidly increasing, the number of materials to be used to help students to achieve sustainable living gains in the class is limited. Thus, the present study aims to develop sample creative drama activity that can be used by teachers …


“Science Is Not My Thing”: Exploring Deaf Non-Science Majors’ Science Identities, Cara L. Gormally, Amber Marchut Jan 2017

“Science Is Not My Thing”: Exploring Deaf Non-Science Majors’ Science Identities, Cara L. Gormally, Amber Marchut

Journal of Science Education for Students with Disabilities

Students who are deaf and hard-of-hearing are underrepresented in science majors, yet we know little about why. Students from other underrepresented groups in science—women and people of color—tend to highly value altruistic or communal career goals, while perceiving science as uncommunal. Research suggests that holding stereotypical conceptions about scientists and perceptions of science as uncommunal may strongly hinder recruitment into science majors. This study sought to explore the science identities of students who are deaf, hard-of-hearing, and hearing signers. The study focused on non-science majors in bilingual (American Sign Language and written English) biology laboratory courses. This study is the …


Lost & Found: Order In The Court -- The Party Game, Owen Gottlieb, Ian Schreiber Jan 2017

Lost & Found: Order In The Court -- The Party Game, Owen Gottlieb, Ian Schreiber

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 second game in the series, Lost & Found: Order in the Court …


Lost & Found, Owen Gottlieb, Ian Schreiber, Kelly Murdoch-Kitt Jan 2017

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 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 …