"'A Certain Enemy Robbed Me of My Life': Medieval Riddles, Digital Transformations, and Pandemic Pedagogy"

Author:

Bolintineanu Alexandra1,Henderson C. E. M.2,Alves Wong Ana Algarvio3,Cho Dionysus3,Carino Robyn Jane3,Du Kathy3

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

Reference64 articles.

1. “Assessing Academics’ Perceptions of Blackboard Usability Using SUS and CSUQ: A Case Study During the COVID-19 Pandemic.”;Alhadreti, Obead;International Journal of Human-Computer Interaction,2020

2. “On the Evidence of Theory: Close Reading as a Disciplinary Model for Writing about Teaching and Learning.”;Bass, RandySherry Lee Linkon;Arts and Humanities in Higher Education,2008

3. Belman, Jonathan, and Mary Flanagan. 2010. “Designing Games to Foster Empathy.” Cognitive Technology 14(2): 5–15. Accessed April 27, 2022. https://tiltfactor.org/wp-content/uploads2/cog-tech-si-g4g-article-1-belman-and-flanagan-designing-games-to-foster-empathy.pdf.

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