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Articles 1 - 6 of 6
Full-Text Articles in Education
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 …
Children’S Ethno-National Flag Categories In Three Divided Societies, Edona Maloku, Jocelyn B. Dautel, Ana Tomovska Misoska, Laura K. Taylor
Children’S Ethno-National Flag Categories In Three Divided Societies, Edona Maloku, Jocelyn B. Dautel, Ana Tomovska Misoska, Laura K. Taylor
Articles
Flags are conceptual representations that can prime nationalism and allegiance to one’s group. Investigating children’s understanding of conflict-related ethno-national flags in divided societies sheds light on the development of national categories. We explored the development of children’s awareness of, and preferences for, ethno-national flags in Northern Ireland, Kosovo, and the Republic of North Macedonia. Children displayed early categorization of, and ingroup preferences for, ethno-national flags. By middle-childhood, children’s conflict-related social categories shaped systematic predictions about other’s group-based preferences for flags. Children of minority-status groups demonstrated more accurate flag categorization and were more likely to accurately infer others’ flag preferences. While …
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 …
Provost’S Learning Innovation Grant (Plig) For 2019, Esa M. Rantanen
Provost’S Learning Innovation Grant (Plig) For 2019, Esa M. Rantanen
Articles
This grant allowed for a redesign of the PSYC 714 “Graduate Engineering Psychology” course, offered by the Department of Psychology about every two years since 2013, for online delivery. The grant was awarded on March 29, 2019. Full Project Plan report was submitted on Aug. 16, 2019. The majority of the course redesign work was completed during the fall semester 2019 (2191), including creation of several software programs to support the lab exercises designed for the course. The Preliminary Findings report was submitted on Jan. 10, 2020, and the PSYC 714 course was offered online in the spring semester of …
Lost & Found: New Harvest, Owen Gottlieb, Ian Schreiber
Lost & Found: New Harvest, 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.
Set in Fustat (Old Cairo) in the 12th century, a great crossroads of Islam, Judaism, and Christianity. 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 …
Acts Of Meaning, Resource Diagrams, And Essential Learning Behaviors: The Design Evolution Of Lost & Found, Owen Gottlieb, Ian Schreiber
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.