Exploring Contingency with Twine in the Digital History Classroom (Slides)
Year: 2025
Type: article
Abstract: Originally looking for a clever way to teach about the concept of contingency in a Digital History graduate course, I stumbled upon an assignment approach that also helped my students evaluate the way they approach scholarship production, as well as introducing them to the interactive storytelling tool Twine. In this presentation, I'll talk about a particularly well-received hands-on lab assignment I developed utilizing Jason Helms' multimodal work "Play Smarter Not Harder: Developing Your Scholarly Meta" and Gabi Kiriloff's Programming Historian guide to "Interactive Fiction in the Humanities Classroom: How to Create Interactive Text Games Using Twine."
DOI: 10.17613/89j2c-6e688
Author: Heider, Cynthia
Institution: University of Pennsylvania
Language: English
Subfield: Literature and Literary Theory
Field: Arts and Humanities
Domain: Social Sciences
SDG: Quality education
Open Access status: green
OpenAlex ID: W7101433494
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