This module will introduce the markup of literary and historical texts electronically. It will begin with a tour of the Extensible Markup Language (XML) and then the guidelines of the Text Encoding Initiative (TEI). There will plenty of hands-on activities to markup your out-of-copyright texts of choice.
Precepted by James Tauber.
This module introduces you to the grammatical structure of a programming language. It's designed to give you the mental framework to learn any programming language more easily; though the syntax of programming languages can differ, the basic principles are the same. You'll learn about building blocks like variables, objects, and functions, and common patterns like if statements, switches, and for loops. And you'll put it all together and write your first simple program.
Precepted by Seth Wilson.
Video games are an exciting new medium for storytelling because they give players agency within the story world. In this class, we’ll look at recent examples of games that use interactivity to tell stories not possible in any other medium. We’ll see how games encourage players to identify with characters’ emotions through gameplay; incorporate world-building into the setting; and handle the branching pathways of player choice. The games we’ll play are relatively short and are accessible to students who have never played video games before.
Precepted by Dominic Nardi.
Inviting students to share their delight in, and deepen their appreciation of, video games, we will discuss examples of the art, music, gameplay, and story from a range of influential titles. We will introduce and experiment with some of the theoretical frameworks that have been applied to video games as media objects and cultural artifacts. But mostly, we will enjoy learning more about the medium and the games we already love. Aside from links and selections shared throughout the module, Gabrielle Zevin's novel Tomorrow, and Tomorrow, and Tomorrow will be the only required reading.
Precepted by Wesley Schantz.