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.

Full Text
Paper version not known

Talk to us

Join us for a 30 min session where you can share your feedback and ask us any queries you have

Schedule a call

Disclaimer: All third-party content on this website/platform is and will remain the property of their respective owners and is provided on "as is" basis without any warranties, express or implied. Use of third-party content does not indicate any affiliation, sponsorship with or endorsement by them. Any references to third-party content is to identify the corresponding services and shall be considered fair use under The CopyrightLaw.