Hello everyone,

This book chapter may be of interest to SSCPL librarians, especially in high 
schools. I don’t know anything about this teaching tool, just found the 
citation.

Gottlieb, O, & Clybor, S. (2022). “Collaborative Constructions: Designing High 
School History Curriculum with the Lost & Found Game Series.” In R. Houghton 
(Ed.), Teaching the Middle Ages through ModernGgames: Using, Modding and 
Creating Games for Education and Impact (pp. 131-154). De Gruyter. 
https://urldefense.com/v3/__https://doi.org/10.1515/9783110712032-007__;!!KGKeukY!yd9s7D5XG2mz8jFL-p0VcpzdiQigGItAazE6pKZo-0FuQ2lnx1_y_6CFxhx6aq43rSnyWJjloJtUZ90b4ADQJuYQ9Ut0foOZZnZ8YHQP-4M$
  

Abstract: This chapter addresses design research and iterative curriculum 
design for the Lost & Found games series. The Lost & Found card-to-mobile 
series is set in Fustat (Old Cairo) in the twelfth century and focuses on 
religious laws of the period. The first two games focus on Moses Maimonides’ 
Mishneh Torah, a key Jewish law code. A new expansion module which was in 
development at the time of the fieldwork described in this article that 
introduces Islamic laws of the period, and a mobile prototype of the initial 
strategy game has been developed with support National Endowment for the 
Humanities. The series pays close attention to period details and provides 
numerous entry points for curriculum. Featured at the 2019 Smithsonian American 
Museum of Art (SAAM) Arcade, winner of the best non-digital game at 
International Meaningful Play, and a Bronze medal winner at the International 
Serious Play competition, these games combine engaging table-top play across 
game genres with opportunities to learn about medieval religious history. The 
first game in the series is a strategy game which combines competitive and 
collaborative play as players make tradeoff decisions to balance the needs of 
their family with needs of the wider community. The second game in the series 
is a party game which focuses on legal reasoning. This chapter addresses 
approaching learning environments, from design with experts and playtests with 
learners to participant observation and narrative reports at a high school 
where the game is being used to teach history. Crucial to learning games is the 
way in which they relate to, are interwoven with, and are ultimately embedded 
in curriculum, especially learning outcomes and objectives. This chapter will 
examine strategies and processes that explore that interweaving.

Thanks,
Rachel

Rachel Leket-Mor, Librarian
Curator, Open Stack Collections

IsraPulp Collection, Curator
Center for Jewish Studies, Center for Maghrib Studies, Affiliate
Arizona State University Library

Editor, Judaica Librarianship (2012–Present)
Association of Jewish Libraries
https://urldefense.com/v3/__https://ajlpublishing.org__;!!KGKeukY!yd9s7D5XG2mz8jFL-p0VcpzdiQigGItAazE6pKZo-0FuQ2lnx1_y_6CFxhx6aq43rSnyWJjloJtUZ90b4ADQJuYQ9Ut0foOZZnZ8FbXf2aU$
  

I acknowledge that Arizona State University is built upon the traditional 
homelands of the Akimel O'odham and Pee-Posh peoples.


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