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Articles 1 - 6 of 6
Full-Text Articles in Instructional Media Design
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 …
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 …
Art Attack! Tanya Wilson's Creative Mission To Engage Children On Social Issues, Singapore Management University
Art Attack! Tanya Wilson's Creative Mission To Engage Children On Social Issues, Singapore Management University
Social Space
Meet Tanya Wilson, 41, co-founder of EYEYAH!, an interactive platform that uses visually arresting design and artworks to educate children on important social issues like internet safety, healthy eating, mental health, climate change and so on. The mother of two primary-school-aged daughters is no stranger to the creative industry, having spent two decades developing content and experiences for the likes of Netflix, Facebook, Nike, Coca-Cola, Tiger Beer and Heineken. These days, Tanya and her co-founder Steve Lawler are busy equipping young learners with creative thinking skills which, they believe, are essential to solving the world's complex challenges. ISHAN SINGH …
Copyright, Fair Use, And Creative Commons: An Active-Learning Exercise For Studio Art Students, Arthur J. Boston
Copyright, Fair Use, And Creative Commons: An Active-Learning Exercise For Studio Art Students, Arthur J. Boston
Faculty & Staff Research and Creative Activity
This article describes an active-learning exercise intended to help teach copyright, fair use, and Creative Commons licenses. In the exercise students use a worksheet to draw original pictures, create derivative pictures on tracing paper, select Creative Commons licenses, and explore commercial usage, fair use, and copyright infringement. Librarian-instructors may find the completed worksheets to be useful aids to supplement copyright lectures; student perspectives will be integral because they are generating the examples used in discussion. Although a scholarly communication librarian developed this exercise to help introduce some basic copyright information to an undergraduate studio art and design class, the exercise …
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.
Chopped Id: Students Engaged In Gamification To Enhance Advanced Instructional Design Techniques, John Baaki, Tian Luo
Chopped Id: Students Engaged In Gamification To Enhance Advanced Instructional Design Techniques, John Baaki, Tian Luo
STEMPS Faculty Publications
The Food Network's television show Chopped pits chefs against each other, in a three-round battle, to create their best appetizer, entrée, and dessert. Facing master chef judges, the chef participants present their dishes with one chef chopped (eliminated) after each round. The last chef standing is crowned the Chopped Champion. A faculty member in an instructional design and technology program, created Chopped ID, an innovative adaptation and gamification of the Food Network's Chopped for application in a distance learning environment. Participating as competitors and judges, graduate students, firsthand, experienced gamification as an advanced instructional design technique. In the end, Chopped …