Alexandra Bolintineanu, C. E. M. Henderson, Ana Algarvio Alves Wong, Dionysus Cho, Robyn Jane Carino, Kathy Du
{"title":"“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","authors":"Alexandra Bolintineanu, C. E. M. Henderson, Ana Algarvio Alves Wong, Dionysus Cho, Robyn Jane Carino, Kathy Du","doi":"10.16995/dm.8177","DOIUrl":null,"url":null,"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.\n\nThe 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.","PeriodicalId":440678,"journal":{"name":"Digital Medievalist","volume":"67 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2022-04-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"“A certain enemy robbed me of my life”: Medieval Riddles, Digital Transformations, and Pandemic Pedagogy\",\"authors\":\"Alexandra Bolintineanu, C. E. M. Henderson, Ana Algarvio Alves Wong, Dionysus Cho, Robyn Jane Carino, Kathy Du\",\"doi\":\"10.16995/dm.8177\",\"DOIUrl\":null,\"url\":null,\"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.\\n\\nThe 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.\",\"PeriodicalId\":440678,\"journal\":{\"name\":\"Digital Medievalist\",\"volume\":\"67 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2022-04-20\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Digital Medievalist\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.16995/dm.8177\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Digital Medievalist","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.16995/dm.8177","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
“A certain enemy robbed me of my life”: Medieval Riddles, Digital Transformations, and Pandemic Pedagogy
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.