Filtern nach
Letzte Suchanfragen

Ergebnisse für *

Zeige Ergebnisse 1 bis 1 von 1.

  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
    keine Fernleihe

     

    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

     

    Export in Literaturverwaltung   RIS-Format
      BibTeX-Format
    Hinweise zum Inhalt
    Volltext (lizenzpflichtig)
    Volltext (lizenzpflichtig)
    Quelle: Verbundkataloge
    Sprache: Englisch
    Medientyp: Aufsatz aus einer Zeitschrift
    Format: Online
    Weitere Identifier:
    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