-
Historical Twine Project Rubric
- Author(s):
- Jeremiah McCall
- Editor(s):
- Shawn Graham
- Date:
- 2020
- Subject(s):
- Electronic games
- Item Type:
- Course Material or learning objects
- Tag(s):
- DPiH, DPiH History, DPih Course Material or learning objects, Practice, Getting started, Tool, Digital pedagogy, Composition, Gaming
- Permanent URL:
- http://dx.doi.org/10.17613/8q2d-bt92
- Abstract:
- Curatorial note from Digital Pedagogy in the Humanities: This artifact and its associated discussion on the history and gaming group blog Play the Past provide a clear and lucid model for integrating the creation of simulations into one’s creative engagement with digital pedagogy. Jeremiah McCall provides an example and rationale for integrating Twine, “an open-source tool for telling interactive, nonlinear stories” as part of the historian’s toolkit for crafting engaging history (Twine). A chief reason is that this engagement confronts students with what they do not know (or cannot know) about the past from the available materials and forces the students to grapple with the ambiguity.
- Notes:
- This deposit is part of Digital Pedagogy in the Humanities. Digital Pedagogy in the Humanities is a peer-reviewed, open-access publication edited by Rebecca Frost Davis, Matthew K. Gold, Katherine D. Harris, and Jentery Sayers, and published by the Modern Language Association. https://digitalpedagogy.hcommons.org/.
- Metadata:
- xml
- Status:
- Published
- Last Updated:
- 3 years ago
- License:
- Attribution-NonCommercial-ShareAlike
- Share this:
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