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Full-Text Articles in Education
Collaborative Constructions: Designing High School History Curriculum With The Lost & Found Game Series, Owen Gottlieb, Shawn Clybor
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 …
Playing At The Crossroads Of Religion And Law: Historical Milieu, Context And Curriculum Hooks In Lost & Found, Owen Gottlieb
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
"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 …
Your Iphone Cannot Escape History, And Neither Can You: Self-Reflexive Design For A Mobile History Learning Game, Owen Gottlieb
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
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
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
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
America Calling: A Social History Of The Telephone To 1940. (Book Review), Philip A. Reed
STEMPS Faculty Publications
No abstract provided.
Oral Roberts University Outreach (Spring 1966), Oral Roberts University
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.