Designing Object-Based Experiences: A Prototyping Game
- Ebru Boyaci, Tim Maly, Laura Mitchell, Jessica Yurkofsky, The metaLAB team
- Lauren Coats, Gabrielle Dean
- Electronic games, Identity (Psychology)
- assignment, Bloom and fade, DPiH, DPiH Archive, DPiH Course Material or learning objects, Learning objectives, Digital pedagogy, Gaming, Identity, Play
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- Curatorial note from Digital Pedagogy in the Humanities: What kinds of experiences can archival materials generate? Students get to play with this question in this game, in which players stage a range of archival encounters. The game includes “object histories,” with detailed information about six specific objects, and three sets of playing cards: one set that describes possible audiences (e.g., “a college student who is deaf”), one set devoted to presentation formats (e.g., “mobile app”), and one to presentation values (e.g., “shareability”). Participants draw one of each card, then “prototype an experience” with the selected object that fits the parameters. Teachers could develop their own object histories and cards to fit their course themes and media; the game could also help students brainstorm possibilities at the start of an archive- or exhibit-building assignment. The game helps students experiment with the variety of meanings artifacts can accrue through different kinds of mediation and curation.
- 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/.
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