“A certain enemy robbed me of my life”: Medieval Riddles, Digital Transformations, and Pandemic Pedagogy

Alexandra Bolintineanu, C. E. M. Henderson, Ana Algarvio Alves Wong, Dionysus Cho, Robyn Jane Carino, Kathy Du
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Abstract

This essay examines a Fall 2020 assignment for a second-year undergraduate “Introduction to Digital Humanities” course as a case study of digital experiential learning during the Covid-19 pandemic. The essay is a collaboration between the course instructor (Bolintineanu) and teaching assistant (Henderson), with our student game creators (Alves, Carino, Cho, Du). We situate the assignment, which invites students to transform a medieval riddle into a Twine game, within Digital Humanities (DH) Inquiry-Based Learning (IBL), at the crossroads of archive-centred learning and critical making; and we examine contributions by four student game creators within the pedagogical poetics of the early medieval riddle tradition.
“某个敌人夺走了我的生命”:中世纪的谜语、数字转换和流行教学法
本文以2019冠状病毒病大流行期间数字体验式学习的案例研究为例,研究了2020年秋季本科生二年级“数字人文概论”课程的作业。这篇论文是由课程讲师(Bolintineanu)和助教(Henderson)以及我们的学生游戏创造者(Alves, Carino, Cho, Du)合作完成的。我们将任务定位为邀请学生将中世纪谜语转变为Twine游戏,在数字人文学科(DH)探究式学习(IBL)中,处于以档案为中心的学习和批判性制作的十字路口;我们考察了四个学生游戏创造者在中世纪早期谜语传统的教学诗学中的贡献。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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