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Full-Text Articles in Education

Jewish Time Jump: New York, Owen Gottlieb Nov 2019

Jewish Time Jump: New York, Owen Gottlieb

Articles

Jewish Time Jump: New York (Gottlieb & Ash, 2013) is a place-based mobile augmented reality game and simulation that takes the form of a situated documentary. Players take on the role of time traveling reporters tracking down a story “lost to time” to bring back to their editor at the Jewish Time Jump Gazette. The game is played in Washington Square Park in Greenwich Village, New York City. Players’ iPhones become their time traveling device and companion. Based on the player’s GPS location, players receive digital images from their location from over a hundred years in the past as well …


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 …


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 …


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 …


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 …


Case Study Two: Jewish Time Jump: New York, Owen Gottlieb Oct 2014

Case Study Two: Jewish Time Jump: New York, Owen Gottlieb

Articles

Gottlieb presents an early case study of his mobile augmented reality game Jewish Time Jump: New York design on the ARIS platform for the iPhone and iPad (iOS). The game is set on-location in Washington Square Park in New York city. Players in 5th-7th grade take on the role of time-traveling reporters, landing on site on the eve of the Uprising of 20,000, the largest women-led strike in U.S. History. Based on their GPS location they receive media from over 100 years in the past, interactive with digital characters as they work to gather a story for the fictional Jewish …


Interpreting, Stephanie Jo Kent Aug 2014

Interpreting, Stephanie Jo Kent

Doctoral Dissertations

What do community interpreting for the Deaf in western societies, conference interpreting for the European Parliament, and language brokering in international management have in common? Academic research and professional training have historically emphasized the linguistic and cognitive challenges of interpreting, neglecting or ignoring the social aspects that structure communication. All forms of interpreting are inherently social; they involve relationships among at least three people and two languages. The contexts explored here, American Sign Language/English interpreting and spoken language interpreting within the European Parliament, show that simultaneous interpreting involves attitudes, norms and values about intercultural communication that overemphasize information and discount …


Introduction To The Ilr School At Fifty: Voices Of The Faculty, Alumni, And Friends, David B. Lipsky Feb 2013

Introduction To The Ilr School At Fifty: Voices Of The Faculty, Alumni, And Friends, David B. Lipsky

David B Lipsky

[Excerpt] Today the school's faculty is as strong as it has ever been. It consists of renowned researchers and accomplished practitioners who are, at the same time, dedicated to their students and to classroom teaching. Our students are outstanding—so outstanding that I wonder if I could be admitted if I were applying today! Our extension and outreach programs serve 30,000 adults every year and are the envy of all our academic competitors. As we look to the future we know we have a solid foundation on which to build. In dreams begin responsibilities. The dream that Irving Ives and a …


The Future Lies Ahead (With Apology To Mort Sahl), David B. Lipsky Feb 2013

The Future Lies Ahead (With Apology To Mort Sahl), David B. Lipsky

David B Lipsky

[Excerpt] The progress and development of the ILR School during the past 50 years, though sometimes uneven in both pace and direction, has largely met the promise and expectations embodied in the founding legislation. The fulfillment of the legislative purpose testifies to the contributions of those many individuals and institutions with whom we have interacted over this period of astonishing growth in size, complexity of structure and programs, and recognized stature at home and abroad in both the academic and practitioner worlds. Because the largest part of my professional life h a s been spent as a member of the …


History, Interactive Technology And Pedagogy: Past Successes And Future Directions, Stephen Brier Jan 2012

History, Interactive Technology And Pedagogy: Past Successes And Future Directions, Stephen Brier

Publications and Research

Based on a keynote presentation at the 2012 Canadian Historical Association conference, this paper surveys the state of digital technology and its impact on academic publication and teaching in the contemporary university. Focusing on the dramatic rise of the Digital Humanities in the last few years, the paper examines alternative forms of peer review, academic scholarship and publication, and classroom teaching as they have been reshaped by the adoption of a variety of digital technologies and formats, including open-access, online peer reviewing, use of data- bases and visualization techniques in humanities work, online journal publication, and the use of blogs …