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  1. Minecrafting Bar Mitzvah
    Two Rabbis Negotiating and Cultivating Learner-Driven Inclusion through New Media
    Autor*in: Gottlieb, Owen
    Erschienen: 2020

    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’... mehr

    Index theologicus der Universitätsbibliothek Tübingen
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    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 set of factors influencing a particular negotiation and validation of a ritual and educational innovation using new media, the article intends to demonstrate the importance of clergy narrative for understanding new media negotiations in religious settings, and in particular in progressive religious communities

     

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    Sprache: Englisch
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    Format: Online
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    Übergeordneter Titel: Enthalten in: Journal of religion, media and digital culture; Leiden : Brill, 2012; 9(2020), 2, Seite 185-206; Online-Ressource

    Schlagworte: Judaism; accessibility; differentiated learning; inclusion; narrative; ritual; video games
  2. Teaching the Middle Ages through Modern Games
    Using, Modding and Creating Games for Education and Impact
    Beteiligt: Champion, Erik (Mitwirkender); Clybor, Shawn (Mitwirkender); DeVine, David (Mitwirkender); Gottlieb, Owen (Mitwirkender); Grant, Katrina (Mitwirkender); Hardin, Marques (Mitwirkender); Horswell, Mike (Mitwirkender); Houghton, Robert (Mitwirkender); Klaassen, Frank (Mitwirkender); Konshuh, Courtnay (Mitwirkender); Kuran, Mehmet Şükrü (Mitwirkender); López, Mariana (Mitwirkender); Mylonas, Phivos (Mitwirkender); Nurmikko-Fuller, Terhi (Mitwirkender); Sotiropoulou, Anna (Mitwirkender); Stamou, Klio (Mitwirkender); Stirling, Eve (Mitwirkender); Tozoğlu, Ahmet Erdem (Mitwirkender); Voutos, Yorghos (Mitwirkender); Wan, Wenqi (Mitwirkender); Wood, Jamie (Mitwirkender)
    Erschienen: 2022; ©2022
    Verlag:  De Gruyter Oldenbourg, München ; Walter de Gruyter GmbH, Berlin

    Games can act as invaluable tools for the teaching of the Middle Ages. The learning potential of physical and digital games is increasingly undeniable at every level of historical study. These games can provide a foundation of information through... mehr

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    Universitätsbibliothek Kassel, Landesbibliothek und Murhardsche Bibliothek der Stadt Kassel
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    Universität Marburg, Universitätsbibliothek
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    Games can act as invaluable tools for the teaching of the Middle Ages. The learning potential of physical and digital games is increasingly undeniable at every level of historical study. These games can provide a foundation of information through their stories and worlds. They can foster understanding of complex systems through their mechanics and rules. Their very nature requires the player to learn to progress. The educational power of games is particularly potent within the study of the Middle Ages. These games act as the first or most substantial introduction to the period for many students and can strongly influence their understanding of the era. Within the classroom, they can be deployed to introduce new and alien themes to students typically unfamiliar with the subject matter swiftly and effectively. They can foster an interest in and understanding of the medieval world through various innovative means and hence act as a key educational tool. This volume presents a series of essays addressing the practical use of games of all varieties as teaching tools within Medieval Studies and related fields. In doing so it provides examples of the use of games at pre-university, undergraduate, and postgraduate levels of study, and considers the application of commercial games, development of bespoke historical games, use of game design as a learning process, and use of games outside the classroom. As such, the book is a flexible and diverse pedagogical resource and its methods may be readily adapted to the teaching of different medieval themes or other periods of history.

     

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    Beteiligt: Champion, Erik (Mitwirkender); Clybor, Shawn (Mitwirkender); DeVine, David (Mitwirkender); Gottlieb, Owen (Mitwirkender); Grant, Katrina (Mitwirkender); Hardin, Marques (Mitwirkender); Horswell, Mike (Mitwirkender); Houghton, Robert (Mitwirkender); Klaassen, Frank (Mitwirkender); Konshuh, Courtnay (Mitwirkender); Kuran, Mehmet Şükrü (Mitwirkender); López, Mariana (Mitwirkender); Mylonas, Phivos (Mitwirkender); Nurmikko-Fuller, Terhi (Mitwirkender); Sotiropoulou, Anna (Mitwirkender); Stamou, Klio (Mitwirkender); Stirling, Eve (Mitwirkender); Tozoğlu, Ahmet Erdem (Mitwirkender); Voutos, Yorghos (Mitwirkender); Wan, Wenqi (Mitwirkender); Wood, Jamie (Mitwirkender)
    Sprache: Englisch
    Medientyp: Ebook
    Format: Online
    ISBN: 9783110712032
    Weitere Identifier:
    DDC Klassifikation: Spiele und Freizeitaktivitäten für drinnen (793); Bildung und Erziehung (370); Geschichte Europas (940); Geschichte und Geografie (900)
    Schriftenreihe: Video Games and the Humanities , ; 11
    Schlagworte: Mittelalter; Geschichtsunterricht; Lernspiel; Computerspiel
    Umfang: 1 Online-Ressource (VII, 306 p.)
  3. Introduction: Jewish Gamevironments - Exploring Understanding with Playful Systems
    Autor*in: Gottlieb, Owen
    Erschienen: [2017]

    The study of Judaism, Jewish civilization, and games is currently comprised of projects of a rather small set of game scholars. A sample of our work is included in this issue. mehr

    Staats- und Universitätsbibliothek Bremen
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    Index theologicus der Universitätsbibliothek Tübingen
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    The study of Judaism, Jewish civilization, and games is currently comprised of projects of a rather small set of game scholars. A sample of our work is included in this issue.

     

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    Quelle: Verbundkataloge
    Sprache: Englisch
    Medientyp: Aufsatz aus einer Zeitschrift
    Format: Online
    Weitere Identifier:
    Übergeordneter Titel: Enthalten in: Gamevironments; Bremen, 2014; 7(2017), Seite 1-4; Online-Ressource

    Schlagworte: Jewish Gamevironments; Judaism; gamevironments; video games