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Social and Behavioral Sciences Commons

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Full-Text Articles in Social and Behavioral Sciences

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 …


Electronic Field Trips For Science Engagement: The Streaming Science Model, Jamie Loizzo, Mary J. Harner, Deborah J. Weitzenkamp, Kevin Kent Nov 2019

Electronic Field Trips For Science Engagement: The Streaming Science Model, Jamie Loizzo, Mary J. Harner, Deborah J. Weitzenkamp, Kevin Kent

Journal of Applied Communications

While institutions of higher education work to engage PK-12 youth in STEM (science, technology, engineering, and mathematics) concepts and careers via in-person programming, PK-12 teachers and students face many logistical and access constraints for physically traveling to sites off of school grounds during the school day. Throughout the years, electronic field trips (EFTs) have offered a digital way for schools to engage in meaningful ways with museums, parks, laboratories, and field research sites. In order for EFTs to be effective, they should be cost effective and created collaboratively with teachers, students, subject matter experts, and instructional design and communication professionals. …


It's Not A Fad: Incorporating Mobile Devices Into The Classroom, Makiba Foster, Jaleh Fazelian, Ron Cytron Aug 2019

It's Not A Fad: Incorporating Mobile Devices Into The Classroom, Makiba Foster, Jaleh Fazelian, Ron Cytron

Jaleh Fazelian

According to a 2013 survey, about 40% of college students have used tablets for coursework and two-thirds have used a smartphone. Students also report that they would like to use their mobile devices more often in their courses. This session will provide the opportunity to learn about strategies for incorporating the use of mobile devices in the classroom, including WU-texter, an application developed and implemented by Ron in a computer science course.