3,491 research outputs found
Understanding the Ubiquity of the Intentionality of Consciousness in Commonsense and Psychotherapy
A formal and idealised understanding of intentionality as a mental process is a central topic within the classical Husserlian phenomenological analysis of consciousness. This paper does not define Husserl’s stance, because that has been achieved elsewhere (Kern, 1977, 1986, 1988; Kern & Marbach, 2001; Marbach, 1988, 1993, 2005; Owen, 2006; Zahavi, 2003). This paper shows how intentionality informs therapy theory and practice. Husserl’s ideas are taken to the psychotherapy relationship in order to explain what it means for consciousness to have intentionality in various ways. The role of intentionality in psychopathology and its treatment within cognitive behavioural therapy is explained as a way of showing how understanding intentionality creates a medum for the delivery of care.
Indo-Pacific Journal of Phenomenology, Volume 7, Edition 1 May 200
Learning from Twentieth Century Hermeneutic Phenomenology for the Human Sciences and Practical Disciplines
The implications of commonalities in the contributions of five key thinkers in twentieth century phenomenology are discussed in relation to both original aims and contemporary projects. It is argued that, contrary to the claims of Husserl, phenomenology can only operate as hermeneutic phenomenology. Hermeneutics arose within German idealism. It began with Friedrich Ast and Heinrich Schleiermacher and was further developed by, among others, Wilhelm Dilthey and Martin Heidegger. Hermeneutics claims that current understanding is created on the basis of the prior understanding taken to any new situation, in that what is initially understood or believed determines the direction and scope for inquiry or action. Subsequent action and conclustions are similarly based on what has been previously understood and believed. As a consequence, however, what may, in some cases, result is the confirmation of prior inaccurate understanding. For these reasons, it is important to be clear about how initial understandings are formed and how they inform a discipline, be it the Husserlian phenomenology of intentionality or any empirical phenomenological approach.
Indo-Pacific Journal of Phenomenology, Volume 8, Edition 1 May 200
Acts of Meaning, Resource Diagrams, and Essential Learning Behaviors: The Design Evolution of Lost & Found
Lost & Found is a tabletop-to-mobile game series designed for teaching medieval religious legal systems. The long-term goals of the project are to change the discourse around religious laws, such as foregrounding the prosocial aspects of religious law such as collaboration, cooperation, and communal sustainability. This design case focuses on the evolution of the design of the mechanics and core systems in the first two tabletop games in the series, informed by over three and a half years’ worth of design notes, playable prototypes, outside design consultations, internal design reviews, playtests, and interviews
Lost & Found: New Harvest
Lost & Found is a strategy card-to-mobile game series that teaches medieval religious legal systems with attention to period accuracy and cultural and historical context.
Set in Fustat (Old Cairo) in the 12th century, a great crossroads of Islam, Judaism, and Christianity. The Lost & Found games project seeks to expand the discourse around religious legal systems, to enrich public conversations in a variety of communities, and to promote greater understanding of the religious traditions that build the fabric of the United States. Comparative religious literacy can build bridges between and within communities and prepare learners to be responsible citizens in our pluralist democracy. The game series highlights the pro-social aspects of religious laws such as the promotion of collaboration and cooperation across communities, and sustainable governance practices.
Lost & Found: New Harvest is the first standalone expansion to Lost & Found. It explores how lost and found possessions were addressed under Islamic jurisprudence, as informed by Al-Hidayah and The Distinguished Jurist\u27s Primer. These texts were written in the 12th century by great Islamic scholars and jurists Burhan al-Din al-Marghinani and the polymath, Ibn Rushd (Averroes). They provide guideposts for behavior, but it’s up to you to decide how to solve dilemmas.
Explore the ways in which this medieval religious legal system helped to hold society together and keep neighbors of different religions cooperating with one another. Optionally, when you pair Lost & Found: New Harvest with the original Lost & Found base game, players can take on both Jewish and Muslim roles, and explore how these laws play out for these two communities, both living in Fustat (Old Cairo) in the 12th century
The Lost & Found Game Series: Teaching Medieval Religious Law in Context
Lost & Found is a strategy card-to-mobile game series that teaches medieval religious legal systems with attention to period accuracy and cultural and historical context. The Lost & Found project seeks to expand the discourse around religious legal systems, to enrich public conversations in a variety of communities, and to promote greater understanding of the religious traditions that build the fabric of the United States. Comparative religious literacy can build bridges between and within communities and prepare learners to be responsible citizens in our pluralist democracy. The first game in the series is a strategy game called Lost & Found (high school and up). In Lost & Found, players take on the role of villagers who must balance family needs with communal needs. Play is at times cooperative, at times competitive. The game emphasizes the prosocial aspects of religious legal systems, including collaboration and cooperation through trade-off decisions. The second game in the series, Lost & Found: Order in the Court—The Party Game (junior high school and up) is a fast-paced storytelling and judging game. Players compete to tell the best story about how a medieval legal ruling may have gotten to court in the first place. The game emphasizes legal reasoning. Both games are set in Fustat (Old Cairo) in the 12th century, a crossroads of religions. Lost & Found and Order in the Court both teach elements of the Mishneh Torah, the Jewish legal code written by Moses Maimonides. An Islamic law expansion module is currently in development.
http://www.lostandfoundthegame.co
Lost & Found: Order in the Court -- The Party Game
Lost & Found is a strategy card-to-mobile game series that teaches medieval religious legal systems with attention to period accuracy and cultural and historical context.
The Lost & Found games project seeks to expand the discourse around religious legal systems, to enrich public conversations in a variety of communities, and to promote greater understanding of the religious traditions that build the fabric of the United States. Comparative religious literacy can build bridges between and within communities and prepare learners to be responsible citizens in our pluralist democracy.
The second game in the series, Lost & Found: Order in the Court – the Party Game (jr. high and up) is a fast-paced storytelling and judging game. Players compete to tell the best story about how a medieval legal ruling may have gotten to court in the first place. The game emphasizes legal reasoning.
Both this game and the original Lost & Found games are set in Fustat (Old Cairo) in the 12th Century, a crossroads of religions. Lost & Found and Order in the Court both teach elements of the Mishneh Torah, the Jewish legal code written by Moses Maimonides. Maimonides was influenced by the works of Islamic legal scholars and philosophers such as Ibn Rushd (Averroes) and Al Ghazahli; he also influenced Islamic scholars
Prosocial Religion and Games: Lost & Found
In a time when religious legal systems are discussed without an understanding of history or context, it is more important than ever to help widen the understanding and discourse about the prosocial aspects of religious legal systems throughout history. The Lost & Found (www.lostandfoundthegame.com) game series, targeted for an audience of teens through twentysomethings in formal, learning environments, is designed to teach the prosocial aspects of medieval religious systems—specifically collaboration, cooperation, and the balancing of communal and individual/family needs. Set in Fustat (Old Cairo) in the 12th century, the first two games in the series address laws in Moses Maimonides’ law code, the Mishneh Torah. Future planned modules include Islamic laws of the period. Maimonides, the great Jewish legal scholar, philosopher, physician, and rabbi, was influenced by and influences great scholars of Islamic law. The first two games in the series, Lost & Found (Gottlieb, Schreiber, & Murdoch-Kitt, 2017) and Lost & Found: Order in the Court – the Party Game (Gottlieb & Schreiber, 2017) are based on the tort laws around lost and found objects. Lost & Found is a tabletopto- mobile strategy game (see Figure 1) in which any number of players can win, or all players can lose. If any player goes “destitute,” or the group is unable to address a disaster, or the community has not been adequately built by the end of the rounds, then all players lose. If the base level conditions are met for building the community, then players each have the opportunity to win based on how well they cared for their own family. Order in the Court is a party game for direct-to-discourse play around laws. Players take turns as judge to hear other players try to explain how arcane medieval legal decisions might have been made. Answers are available, but not mandatory, after storytelling which is leading in early playtests to curiosity about the medieval reasoning. The Lost & Found mobile prototype is sponsored by the National Endowment for the Humanities and is created by a team of nearly thirty scholars and students (see full funding data in funding acknowledgments)
Designing Analog Learning Games: Genre Affordances, Limitations and Multi-Game Approaches
This chapter explores what the authors discovered about analog games and game design during the many iterative processes that have led to the Lost & Found series, and how they found certain constraints and affordances (that which an artifact assists, promotes or allows) provided by the boardgame genre. Some findings were counter-intuitive. What choices would allow for the modeling of complex systems, such as legal and economic systems? What choices would allow for gameplay within the time of a class-period? What mechanics could promote discussions of tradeoff decisions? If players are expending too much cognition on arithmetic strategizing, could that strategizing alter the characteristics of those trade-off discussions? Could the designer devise a game system that promoted consideration not just of the difficult decisions made in a community that has to balance the needs of the community with individualized needs, but could they help find a way for students to discuss legal reasoning as well? The design examples in this chapter provide a case study in the exploration of these questions as well as the resulting published games. The authors suggest that for complex topics in social sciences and humanities that multi-game mechanic and multi-game approaches may provide the most fruitful avenues for games for learning designs
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