Affiliation:
1. Centre for Medieval Studies & Woodsworth College, University of Toronto
2. Centre for Medieval Studies, University of Toronto
3. Faculty of Arts & Science, University of Toronto
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.
Publisher
Open Library of the Humanities
Subject
General Earth and Planetary Sciences,General Engineering,General Environmental Science
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