ABSTRACT

This chapter presents a video game and simulation intervention in religious literacy and civic education. In his case study, Owen Gottlieb delineates how Design-Based Research (DBR) is used in the process of developing the intervention and related design knowledge. Specifically, the case study is that of a mobile GPS augmented reality game and simulation for teaching modern Jewish history, on location in New York City. The new design knowledge relates to techniques for allowing a best case, fair hearing of opposing perspectives, a goal important for both Jewish education and civic education. DBR is an umbrella category of research methods comprised of mixed methods in an iterative design approach, consistently re-designing a learning intervention based on field data and theory re-evaluation. The goals in DBR are new design knowledge and the advancement of learning theory. In addition to grounding the case study in the various relevant bodies of literature, this chapter provides a framework for the use of DBR methods specifically in games for learning, religious literacy, and civic education.