Rabbi Gottlieb featured on WXXI’s Connections

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Rabbi Gottlieb is featured on WXXI’s Connections with Evan Dawson.  Here, Gottlieb discusses ancient rabbinic playfulness, games, and new opportunities in religious and humanist education through games.

Connections: What Will 2015 Bring for Regional Innovation and Improvement?

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Could 2015 bring innovation and improvement in the region?

We look at how 2015 could bring innovation and improvement in various parts of our community. Here are our three guests and what we’ll discuss:

  • Mike Linehan, Yates County Chamber of Commerce – talking about recovery following the May floods, impact of casino development, and more.
  • Amy Oliveri, co-organizer of the upcomingEdCamp Rochester – talking about new ways of approaching teaching.
  • Rabbi Owen Gottlieb, RIT professor – talking about new game developments, and how education (and religion) can be linked to gaming.

Gottlieb joins Faculty of RIT, School of Interactive Games and Media

B. Thomas Golisano College of Computing and Information Sciences

Welcome to Professor Gottlieb

Professor Gottlieb joined IGM this fall.  We asked him a few questions as a way for him to introduce himself.

What are your current areas of research?

My research specializes in games, digital media, religion, culture, and learning.   In particular I am interested in social impact in fields such as in education, public policy, and politics. For a number of years I have been designing, developing, and researching learning through GPS based mobile gaming.  I have created and studied gaming for modern Jewish history, emphasizing civic and democratic education (www.converjent.org).

I have also conducted research in digital media and religious social protest as well as writing on Jewish sacred religious law, learning, and games.

My current research and design project uses ancient religious legal structures to develop game systems for intra-faith and inter-faith understanding.    I use mixed methods design-based research to develop the games and to study learning during and surrounding game play and design.

What parts of your job do you find most challenging?  What do find most enjoyable?

I find developing new game mechanics systems to be the most challenging and most enjoyable parts of my work.  I look to and learn from players as they play through prototypes, providing feedback and clues to ever-improved game mechanics for learning as well as more deeply understanding how people learn.  We learn as we play, and so figuring out how that happens is incredibly challenging and also fascinating and deeply rewarding.

What drew you to become a professor?

My own teachers have inspired and encouraged me to pursue curiosities and the excitement of learning.  I hope to do the same for my students.  The world around us is a fascinating place, and the inspiration to make great games can come from the unexpected:  a great work of architecture, a political debate, a visit to an interesting factory — any place we can learn new rule-based systems holds opportunities for the next great game.

What’s your favorite thing to do outside of work?

I love skiing and spending time in the woods, so Rochester is a great place to live.   I also have a passion for pinball.

What advice would you give students about IGM and RIT?

I encourage my students to think strategically about their portfolios – to consider each class project as an opportunity to both explore their passions in game design and to think ahead to how they will showcase their work to potential collaborators and employers – or even market and distribute a game themselves.  I ask my students to consider learning and game play, and I also suggest that my students draw from great game and play theorists – many of whom have thought through tough problems that designers often face.  And if ever a theorist argues that “it can’t be done” – to take that as a great design challenge and an opportunity to break new boundaries in game design and development.

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Modding Dreidel for Improved Play Experience

 

Photo illustration by Ellie Skrzat. Photo by Anderson & Anderson/Thinkstock.

The classic Hannukah game is painfully slow. It’s time to speed it up.

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Read the full article at: Slate

Reb Zalman on the hour of leaving and “don’t freak out about dying” (Colorado NPR)

Listen to Reb Zalman on Colorado NPR last month on rehearsing his passing.  A beautiful study in equanimity from our teacher.

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Yahtzee and biscotti: A visit to Southern California’s board game cafe

Via KCRW:Since it opened last year, GameHaüs has attracted a loyal local following and become a must-stop place for board game enthusiasts, blogger and designers visiting Los Angeles. For a $5 dollar cover charge, people can sit-down and play as many games as they want for as long as they want. Many come here as a way to find old-fashioned entertainment and human contact beyond their digital devices. (Photo: Saul Gonzalez)

 

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Full article and podcast HERE

Can games succeed where diplomacy fails?

Online games have what it takes to get Israelis and Palestinians together, says the head of Games for Peace

By David Shamah April 18, 2014, 12:07 pm

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ConverJent awarded new Signature Covenant Grant

Covenant-LOGO-resize

Rabbi Gottlieb’s ConverJent receives new grant for mobile game teacher-training and curriculum.

Excerpts:

  • Signature Grant:
  • ConverJent, New York: $33,000 for one year to train educators to use Jewish Time Jump: New York, a geolocative interactive educational game, and to develop a curriculum that can be integrated into its play.

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Jan 9, 2014 | Location: New York | Category: Our News

The Covenant Foundation Announces New Grants


 

DIVERSE GROUP OF JEWISH EDUCATIONAL ORGANIZATIONS AND INITIATIVES AWARDED GRANTS TOTALING $1.6 MILLION

Approximately $1.8 Million to Be Disbursed in 2014

 

New York, Jan 9, 2014New York – Jan. 9, 2014 – The Covenant Foundation announced $1.6 million in new grants today as part of its mission to support and advance excellence and impact in Jewish education.

From schools to synagogues and beyond, the new round of grants underscores a commitment to initiatives across the landscape of Jewish educational settings, experiences and audiences.

Innovative work in technology, new media, the arts, youth and family engagement, and community building are each part of a re-imagined toolkit propelling the field of Jewish education forward.

“We are going where risk and innovation intersect,” said Eli N. Evans, Chairman of the Board of Directors of The Covenant Foundation. “These new grantees have ideas and approaches of great promise for success, effect and adaptation elsewhere. They are change makers in Jewish education.”

Foundation grants are divided into two categories: Signature Grants, which provide funding for up to $250,000 for up to five years, and Ignition Grants, of up to $20,000 for one year to support new and untested approaches.

The grants announced today are part of approximately $1.8 million to be distributed this year.

“We welcome the opportunity to dream with the impressive practitioners in the field and help them turn their vision into reality,” said Harlene Winnick Appelman, Executive Director of The Covenant Foundation.

End Excerpt.  Full Release HERE

Video Games to Teach Empathy

 

A screenshot of the iPad game If, which aims to teach kids how to navigate interpersonal challenges and failures.

 

Video Game Creators Are Using Apps To Teach Empathy

by STEVE HENN

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Much of the modern education reform movement has centered around the drive for data. Standardized tests now gauge whether children are at grade level seemingly every few months. Kids are observed, measured and sorted almost constantly.

In Silicon Valley, a $20 billion industry does much the same thing — but for a different purpose.

Video game design has become a data-driven industry where games evolve depending on how they are played.

Now, some game designers are hoping to take these new skills and apply them back to education. But not in a classroom — they want to teach with a game on an iPad.

Full Story HERE

Rabbi Gottlieb on WNYC’s New Tech City

New Tech City marquee

The Rabbi Who Codes

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Wednesday, November 13, 2013l

Beyond bringing more Jewish people to synagogues, how can we engage and excite the next generation about the beauty and wisdom of Jewish culture and civilization?  Note:  Jewish Time Jump:  New York play time is an hour and a half and is a game that runs on the ARIS platform.  To get the game, go to the “Get the Game” page on ConverJent’s website.

(the original text has been edited by OG)


Jewish Time Jump: New York is an augmented reality iPhone/iPad game that aims to introduce players to Jewish-American historical events that took place in Greenwich Village in the early 1900s.

The narrative centers around the Uprising of 20,000, a strike of garment workers led in part by young Jewish women. It’s a location-based game, so as you walk around Washington Square, your phone vibrates, blinks and beeps to deliver clues to a big story.

“Part of the beauty of playing a GPS game is we’re standing on a site where the history happened,” says Rabbi Owen Gottlieb, the game’s designer. “We don’t usually think about it.”

Owen built the game with a team of about 20 artists, archival researchers and engineers. He says the target audience is what he calls “young learners” who may be looking for a way to connect with their Jewish heritage.

Prayer and Video Games, NYTimes

T. M. LUHRMANN on Prayer and Video Games – when they are addictive and when they are health promoting.  GREAT little piece:

Addicted to Prayer

AS evidence accumulates about the many health benefits of religious practice, prayer is looking better and better. Some atheists have even gone public with their own prayer-for-health’s-sake practice.

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T. M. Luhrmann

Take Sigfried Gold, the subject of a recent article in The Washington Post. He’s a thoughtful, articulate man who lives in Takoma Park, Md., and turned 50 yesterday. He is passionate about philosophy and long ago decided that there was no stuff in the universe that was not physical — no supernatural, no divine.

But he also smoked too much, and more than anything else he ate too much. He was worried that his weight — a good 100 pounds of excess fat — would kill him. So he joined a 12-step program to control his food addiction. One of the steps is to turn your problem over to a higher power. So Mr. Gold created a god he doesn’t believe exists: a large African-American lesbian with an Afro that reached the edges of the universe. (Those who find this ridiculous, if not offensive, should read “The Shack,” by William P. Young, in which the Holy Trinity is a black housekeeper, a Hebrew handyman and a mystical Asian gardener with windblown hair. “The Shack” was a runaway New York Times best seller.)

Every day Mr. Gold dropped to his knees to pray, and every day he spent 30 minutes in meditative quiet time. These days Mr. Gold, who calls himself a “born-again atheist,” doesn’t smoke. He doesn’t drink. And, at 5 feet 7 inches, he weighs 150 pounds.

So is there a downside? Should we all drop to our knees and pray? In general, I have to admit I’m impressed with the evidence. But it’s also true that while I was doing research on evangelical spirituality, there were times when people got so engrossed with prayer that they seemed almost addicted — so compelled to pray that they could not stop. Some called this “puking” prayer.

I was most struck by the dangers of prayer when people got deeply involved with spiritual warfare. Any Christian who treats the Bible as true in all it affirms needs to take demons seriously. In the Gospels, Jesus spends a lot of time confronting them. Many evangelicals conclude that humans live in a supernatural battlefield in which prayer attacks demons like a stun gun.

There are, indeed, evangelical organizations that teach people (often young people) how to identify and destroy demons. I met one young woman after she came back from one of those summer camps. She returned to college with a sense of purpose, and would pray intensely for hours. She would walk into a restaurant and sense an immaterial, sulfurous evil and feel that she had to pray powerfully against it. It was as though the world were drenched in darkness that no one else could see.

Soon, she found herself crying while praying; she felt God’s love so deeply that she wept with the grief of being human. But this intense need to pray also began to frighten her. “It is so crazy,” she told me. “It’s like we’re addicted.”

Eventually, she stopped. It was just too exhausting. Some weeks later, she remarked: “It’s so strange. You get into that zone, and you know that the students around you think about things completely differently, and you really do wonder whether you are crazy.”

Whom does this intense imaginative immersion put at risk, and when? A study of the popular Internet game World of Warcraft suggests an intriguing answer.

World of Warcraft creates a landscape of craggy mountains, wastelands and castles, villages full of orcs and elves. Players create avatars who enter this world and interact with other avatars and fight monsters. It’s like finding yourself in “Lord of the Rings” and discovering that it’s your job to kill the huge venom-dripping spider that stands between you and your quest. At its peak, in 2010, there were more than 12 million players. (About half of all American adults play video games, and about one in five play almost every day or more.)

The anthropologist Jeffrey G. Snodgrass and his colleagues set out to study this complex social world. They found people who were relaxed and soothed by their play: “Sometimes I just log on late at night and go out by myself and listen to the soothing music.” Others felt addicted: “Once I start playing it’s hard to tell whether or not I’ll have the willpower to stop.”

What made the difference was whether people found their primary sense of self inside the game or in the world. When play seemed more important than the real world did, they felt addicted; when it enhanced their experience of reality outside the game, they felt soothed.

Prayer works in similar ways. When people use prayer to enhance their real-word selves, they feel good. When it disconnects them from the everyday, as it did for the student, they feel bad.

The imagination is a double-edged sword. It is, from a secular perspective, at the heart of what makes Mr. Gold’s god sufficiently real that he treats it as more than himself. But the capacity to make something real is not the same as the capacity to make it good or useful. That’s a caveat to bear in mind for any kind of prayerful life.

T. M. Luhrmann, a professor of anthropology at Stanford and the author of “When God Talks Back: Understanding the American Evangelical Relationship With God,” is a guest columnist.