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This article considers the “create your own religion” or “fictive religion” assignment as a pedagogical tool, contextualizing it within the scholarship of teaching and learning, and positioning it as a tool for broad adoption in a variety of courses. I argue that we ought to conceptualize the fictive religion assignment as an instructional game, and make use of scholarship on teaching through games as a foundation for my analysis. While I offer the example of my own fictive religion assignment as a case study, the overall argument is a theoretical one, namely that the assignment works because of the nature of games.

This essay provides a brief overview of an educational board game developed by the author for use in upper division Old Testament classes. The game, extending in stages across the semester, heightens student learning by requiring strategic thinking about various historical, political, and geographical relationships. Appendices and links to online material provide full details necessary to adapt the game in local classrooms.

The issue is richly augmented by a set of teaching tactics (Allen, Ghosh, and Woodard and Mabry) across a range of religious traditions which briefly describe further practices that can be productive in the classroom.

The issue is richly augmented by a set of teaching tactics (Allen, Ghosh, and Woodard and Mabry) across a range of religious traditions which briefly describe further practices that can be productive in the classroom.

The issue is richly augmented by a set of teaching tactics (Allen, Ghosh, and Woodard and Mabry) across a range of religious traditions which briefly describe further practices that can be productive in the classroom.

In the undergraduate classroom, tabletop games can aid both teaching and learning – especially when accompanied by debriefing exercises following gameplay. In particular, tabletop games enable undergraduate learners to practice the 21st century skills of collaboration, communication, and critical thinking. This qualitative study examines three cases from the disciplines of practical theology, systematic theology, and history, utilizing the methods of classroom video recordings, written assessments from students and professors, and student debriefing exercises. In this study, undergraduate students (n = 46) and undergraduate professors (n = 3) reflect upon and self‐report their experience playing tabletop games in the classroom. Students and professors report that tabletop gameplay appears to intensify active learning, classroom engagement, and student motivation – a powerful blend for the retention of course content.

Role‚Äêplaying games have been a part of scholarly conversations about pedagogy for several decades. However, more work is needed in understanding how gaming pedagogy can best fit with and augment particular disciplines. After providing two examples of role‚Äêplaying games that have been used successfully in teaching the New Testament, this article argues that role‚Äêplaying games contribute to theological and religious studies classrooms by forming positive values (e.g. openness to multiple viewpoints, civility, and empathy) and assisting students in integrating their faith and learning. Because of the low‚Äêrisk settings that games provide, students can practice skills that increase their achievement of learning outcomes and contribute to their value formation and faith formation.

Games offer unique possibilities for learning, and text‐based interactive fiction (“IF”) in particular lends itself as a low barrier to entry for instructors and students wishing to build interactive narrative games. Understanding by Design provides a framework by which to determine the best possible places for instructor‐ and learner‐built IF in any given course, whether face‐to‐face or online. A thick description of how an instructor conceived and developed two IF games follows, explicitly tied to course‐design considerations like learning goals and assessment performances. The value of IF as a student project is explored, and finally an appendix provides resources for instructors and students to begin building their own interactive fiction.

Lost & Found is a game series, created at the Initiative for Religion, Culture, and Policy at the Rochester Institute of Technology MAGIC Center.1 The series teaches medieval religious legal systems. This article uses the first two games of the series as a case study to explore a particular set of processes to conceive, design, and develop games for learning. It includes the background leading to the author's work in games and teaching religion, and the specific context for the Lost & Found series. It discusses the rationale behind working to teach religious legal systems more broadly, then discuss the hermeneutics influencing the approach to understanding the legal systems being modeled, and closes with a discussion of the kind of teaching and learning involved in the design of the games and early stage data on the public play of the games.

Dynamics of Teaching and Learning Modern Hebrew as an Additional Language:  Using Hebrew as a Means of Instruction and Acquisition

This book examines the use of Hebrew as the primary means of instruction for second or additional language (L2) acquisition at an introductory level in academic contexts where English is the native language. The author, Yona Gilead, seeks to address the relative dearth of theorization on the dynamics of using Hebrew as the primary language for THAL (teaching Hebrew as an additional language) in order to begin to situate it within a larger framework of L2 teaching, learning, and research. Dynamics of Teaching and Learning Modern Hebrew as an Additional Language provides a presentation and analysis of the pedagogy promulgated by the Hebrew University’s Rothberg International School (RIS) adapted for use at an Australian university. In looking at the implementation of the RIS method outside of Israel the book focuses on the adaptability of the Hebrew-in-Hebrew approach for localized use. In contradistinction to teaching Hebrew from a heritage language perspective, where grammar and literacy are emphasized and the ability to read and analyze culturally important texts such as the Bible, Mishnah, and Talmud are the primary goals of instruction, the RIS method that Gilead evaluates focuses on spoken, workaday Hebrew where the goals are comprehension of aurally received data and generation of intelligible responses. The latter approach, referred to in some broader L2 discussions as the Direct Method, dispenses with grammar altogether, prompting students to learn grammar inductively as a natural consequence of language acquisition. Gilead provides a brief historical background of the RIS method, situating it in its current context amid a larger L2 field, and discusses what is achievable using the RIS method at the introductory level outside of Israel. The major modification of this method for the Australian classroom is the teacher’s prerogative to break, fleetingly, from Hebrew in order to provide a concise grammatical explanation. Certainly Gilead’s analysis, which includes interviews with the participants (students and teacher, independently), shows that the students found that the addition of this allowance was a boon to their understanding; many of the students she interviewed comment that that it was essential to have these breaks for grammar. Gilead is quite positive about the effectiveness of the technique but does not go into great detail to this end. There is definitely room for discussion, perhaps in a future publication, of how students perform in more advanced levels of instruction. Do students approach literacy while in formal classroom contexts? How does this method serve its students when they are no longer in a structured environment? Does the method prepare them to be life-long learners? Are students able to navigate resources that will allow them to continue learning, especially if they are not in an immersive environment once the class ends? Overall, the book’s methodology, which includes dialogue, interview, and case study is clear and implemented well. This study raises important pedagogical issues for university Hebrew programs reassessing their curriculum goals and needs. Gilead makes a solid contribution in identifying and theorizing key aspects of THAL classroom dynamics.

Adjudicating

Wabash Center Staff Contact

Sarah Farmer, Ph.D
Associate Director
Wabash Center

farmers@wabash.edu