<?xml version="1.0" encoding="UTF-8"?><?xml-stylesheet type="text/xsl" href="static/style.xsl"?><OAI-PMH xmlns="http://www.openarchives.org/OAI/2.0/" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:schemaLocation="http://www.openarchives.org/OAI/2.0/ http://www.openarchives.org/OAI/2.0/OAI-PMH.xsd"><responseDate>2026-09-18T19:15:27Z</responseDate><request verb="GetRecord" identifier="oai:dspace.mit.edu:1721.1/124198" metadataPrefix="dim">https://dspace.mit.edu/server/oai/request</request><GetRecord><record><header><identifier>oai:dspace.mit.edu:1721.1/124198</identifier><datestamp>2026-06-16T18:14:38Z</datestamp><setSpec>com_1721.1_7582</setSpec><setSpec>com_1721.1_7581</setSpec><setSpec>col_1721.1_131022</setSpec></header><metadata><dim:dim xmlns:dim="http://www.dspace.org/xmlns/dspace/dim" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xmlns:doc="http://www.lyncode.com/xoai" xsi:schemaLocation="http://www.dspace.org/xmlns/dspace/dim http://www.dspace.org/schema/dim.xsd">
   <dim:field mdschema="dc" element="contributor" qualifier="advisor" lang="en_US">Eric Klopfer.</dim:field>
   <dim:field mdschema="dc" element="contributor" qualifier="author" lang="en_US">Haas, Jason(Jason Michael)</dim:field>
   <dim:field mdschema="dc" element="contributor" qualifier="other" lang="en_US">Program in Media Arts and Sciences (Massachusetts Institute of Technology)</dim:field>
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   <dim:field mdschema="dc" element="date" qualifier="accessioned">2020-03-23T18:11:23Z</dim:field>
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   <dim:field mdschema="dc" element="date" qualifier="copyright" lang="en_US">2019</dim:field>
   <dim:field mdschema="dc" element="date" qualifier="issued" lang="en_US">2019</dim:field>
   <dim:field mdschema="dc" element="identifier" qualifier="uri">https://hdl.handle.net/1721.1/124198</dim:field>
   <dim:field mdschema="dc" element="identifier" qualifier="oclc" lang="en_US">1145278970</dim:field>
   <dim:field mdschema="dc" element="description" lang="en_US">Thesis: Ph. D., Massachusetts Institute of Technology, School of Architecture and Planning, Program in Media Arts and Sciences, 2019</dim:field>
   <dim:field mdschema="dc" element="description" lang="en_US">Cataloged from PDF version of thesis.</dim:field>
   <dim:field mdschema="dc" element="description" lang="en_US">Includes bibliographical references (pages 95-101).</dim:field>
   <dim:field mdschema="dc" element="description" qualifier="abstract" lang="en_US">Committee of N is a collaborative card game where players deepen their learning about educational policy and the history of education in the U.S. by creating new kinds of schools based on design constraints implemented through random card draws. In the core game play, players are randomly assigned educational values (e.g. belief in multiple intelligences or achievement on high-stakes tests) from a deck along with a specific school element (bell schedule, graduation requirements, etc.), and they then creatively design the element to reflect their assigned values. By using cards as context for discussion, research, and design, undergraduate education students become animated about the possibilities of designing and imagining the school they would most like to teach in, grounded in theory and practice. By examining student work created in the normal course of class, by interviewing students and teaching staff, and by examining student artifacts, I make the case that students are learning and reflecting as educational professionals. I argue that both game affordances and construction kit affordances help students create a constructive lens, marking a professional capacity to decompose existing learning environments as well as to modify and design their own.</dim:field>
   <dim:field mdschema="dc" element="description" qualifier="statementofresponsibility" lang="en_US">by Jason Haas.</dim:field>
   <dim:field mdschema="dc" element="description" qualifier="degree" lang="en_US">Ph.D.</dim:field>
   <dim:field mdschema="dc" element="description" qualifier="collection" lang="en_US">Ph.D. Massachusetts Institute of Technology, School of Architecture and Planning, Program in Media Arts and Sciences</dim:field>
   <dim:field mdschema="dc" element="format" qualifier="extent" lang="en_US">101 pages</dim:field>
   <dim:field mdschema="dc" element="language" qualifier="iso" lang="en_US">eng</dim:field>
   <dim:field mdschema="dc" element="publisher" lang="en_US">Massachusetts Institute of Technology</dim:field>
   <dim:field mdschema="dc" element="rights" lang="en_US">MIT theses are protected by copyright. They may be viewed, downloaded, or printed from this source but further reproduction or distribution in any format is prohibited without written permission.</dim:field>
   <dim:field mdschema="dc" element="rights" qualifier="uri" lang="en_US">http://dspace.mit.edu/handle/1721.1/7582</dim:field>
   <dim:field mdschema="dc" element="subject" lang="en_US">Program in Media Arts and Sciences</dim:field>
   <dim:field mdschema="dc" element="title" lang="en_US">Committee of N : playful design in teacher education</dim:field>
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   	&lt;Title>Committee of N : playful design in teacher education&lt;/Title>
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   	&lt;Abstract>Committee of N is a collaborative card game where players deepen their learning about educational policy and the history of education in the U.S. by creating new kinds of schools based on design constraints implemented through random card draws. In the core game play, players are randomly assigned educational values (e.g. belief in multiple intelligences or achievement on high-stakes tests) from a deck along with a specific school element (bell schedule, graduation requirements, etc.), and they then creatively design the element to reflect their assigned values. By using cards as context for discussion, research, and design, undergraduate education students become animated about the possibilities of designing and imagining the school they would most like to teach in, grounded in theory and practice. By examining student work created in the normal course of class, by interviewing students and teaching staff, and by examining student artifacts, I make the case that students are learning and reflecting as educational professionals. I argue that both game affordances and construction kit affordances help students create a constructive lens, marking a professional capacity to decompose existing learning environments as well as to modify and design their own.&lt;/Abstract>
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