Skip to main content

ETHNOS_APP

Home • Search • Journals • List 0

Farzan Baradaran Rahimi

Biographic Data

ID3081302
NAMEFarzan Baradaran Rahimi
GIVEN NAMESFarzan Baradaran
FAMILY NAMERahimi
SIGNATURERAHIMI F B
AFFILIATIONSUniversity of Calgary
ORCID0000-0001-5938-0181
VERIFIEDYes
TOTAL WORKS6
TOTAL CITATIONS1
WORKS AS AUTHOR6
WORKS AS EDITOR0
FIRST PUBLICATION YEAR2014
LATEST PUBLICATION YEAR2026
H-INDEX1
  • Form flows function

    Open Access•Farzan Baradaran Rahimi, Beaumie Kim et al.•ARTICLE•British Educational Research…•2026•References: 31

    Re‐designing games facilitates interest‐driven learning and immerses learners in systems thinking. However, there are limited studies exploring how the form and function of tabletop games influence learners' design decisions and learning experiences. To address this gap, we conducted a mixed‐methods study in a STEM classroom in western Canada. Third and fourth graders re‐designed a tabletop game called Triominos while we collected data, including…

  • Exploring the future of urban death

    Open Access•Farzan Baradaran Rahimi•ARTICLE•Cities•2025•References: 4

  • Playce-making

    Farzan Baradaran Rahimi, Beaumie Kim•ARTICLE•Learning Media and Technology•2023

    When we give meanings to a physical space, we engage in place-making. With technologies, the place-making activities can be extended to virtual and hybrid spaces. In games, actual or virtual space can gain narrative and meaning transforming into a playce (i.e., a place for play). We suggest that playce-making (i.e., transforming a space into a playce) activities in the classroom may provide adolescents with a rich learning context for teamwork, p…

  • Learning Through Redesigning a Game in the STEM Classroom

    Open Access•Farzan Baradaran Rahimi, Beaumie Kim•ARTICLE•Simulation & Gaming•2021

    Background Play is an important part of the childhood. The learning potential of playing and creating non-digital games, like tabletop games, however, has not been fully explored. Aim The study discussed in this paper identified a range of activities through which learners redesigned a mathematics-oriented tabletop game to develop their ideas and competencies in an integrated STEM (science, technology, engineering, and mathematics) class. Method …

  • Hybrid Space

    Open Access•Farzan Baradaran Rahimi, Richard M Levy et al.•ARTICLE•Space and Culture•2018•References: 3

    In addition to the actual space and virtual space, there seems to be a third type that can be called hybrid space. Hybrid space borrows the power of information to empower the physical space around us using technologies such as augmented reality, virtual reality, and augmented virtuality. Hybrid space has been explored and conceptualized in the literature, but it has yet to reach its potential as an effective medium in museums. However, it seems …

  • A model for sociocultural interactions in museums

    Farzan Baradaran Rahimi•ARTICLE•Museum Management and Curatorship•2014•Cited by: 1•References: 12

    This paper presents a new model for the creation of strong sociocultural interactions between people and places within museum space. In this model, sociocultural interactions are the products of three basic factors: motivation, context, and actuation, each of which has subcomponents. The model asserts that for a person to perform a target interaction, he or she must become sufficiently motivated and be situated in the right context as effective a…

  • A model for sociocultural interactions in museums

    Farzan Baradaran Rahimi•ARTICLE•Museum Management and Curatorship•2014•Cited by: 1•References: 12

    This paper presents a new model for the creation of strong sociocultural interactions between people and places within museum space. In this model, sociocultural interactions are the products of three basic factors: motivation, context, and actuation, each of which has subcomponents. The model asserts that for a person to perform a target interaction, he or she must become sufficiently motivated and be situated in the right context as effective a…

  • A model for sociocultural interactions in museums

    Farzan Baradaran Rahimi•ARTICLE•Museum Management and Curatorship•2014•Cited by: 1•References: 12

    This paper presents a new model for the creation of strong sociocultural interactions between people and places within museum space. In this model, sociocultural interactions are the products of three basic factors: motivation, context, and actuation, each of which has subcomponents. The model asserts that for a person to perform a target interaction, he or she must become sufficiently motivated and be situated in the right context as effective a…

  • Hybrid Space

    Open Access•Farzan Baradaran Rahimi, Richard M Levy et al.•ARTICLE•Space and Culture•2018•References: 3

    In addition to the actual space and virtual space, there seems to be a third type that can be called hybrid space. Hybrid space borrows the power of information to empower the physical space around us using technologies such as augmented reality, virtual reality, and augmented virtuality. Hybrid space has been explored and conceptualized in the literature, but it has yet to reach its potential as an effective medium in museums. However, it seems …

  • Learning Through Redesigning a Game in the STEM Classroom

    Open Access•Farzan Baradaran Rahimi, Beaumie Kim•ARTICLE•Simulation & Gaming•2021

    Background Play is an important part of the childhood. The learning potential of playing and creating non-digital games, like tabletop games, however, has not been fully explored. Aim The study discussed in this paper identified a range of activities through which learners redesigned a mathematics-oriented tabletop game to develop their ideas and competencies in an integrated STEM (science, technology, engineering, and mathematics) class. Method …

  • Playce-making

    Farzan Baradaran Rahimi, Beaumie Kim•ARTICLE•Learning Media and Technology•2023

    When we give meanings to a physical space, we engage in place-making. With technologies, the place-making activities can be extended to virtual and hybrid spaces. In games, actual or virtual space can gain narrative and meaning transforming into a playce (i.e., a place for play). We suggest that playce-making (i.e., transforming a space into a playce) activities in the classroom may provide adolescents with a rich learning context for teamwork, p…

  • Exploring the future of urban death

    Open Access•Farzan Baradaran Rahimi•ARTICLE•Cities•2025•References: 4

  • Form flows function

    Open Access•Farzan Baradaran Rahimi, Beaumie Kim et al.•ARTICLE•British Educational Research…•2026•References: 31

    Re‐designing games facilitates interest‐driven learning and immerses learners in systems thinking. However, there are limited studies exploring how the form and function of tabletop games influence learners' design decisions and learning experiences. To address this gap, we conducted a mixed‐methods study in a STEM classroom in western Canada. Third and fourth graders re‐designed a tabletop game called Triominos while we collected data, including…

Computer Science (3 works) · Multimedia (3 works) · Sociology (3 works) · Artificial Intelligence (2 works) · Game design (2 works) · Geography (2 works) · Human–computer interaction (2 works) · Mathematics education (2 works) · Psychology (2 works) · Teaching and Learning Programming (2 works)

Ethnos_APP • Open Source Project • MIT License • Frontend v2.0.0 • Privacy and Cookies • API Documentation: api.ethnos.app/docs • API Source Code: GitHub • DOI: 10.5281/zenodo.17049435 • Frontend Source Code: GitHub • DOI: 10.5281/zenodo.17050053 • cruz.rio.br • Expectantes Misericordiae