Universität Wien

136033 SE Creating Web Experiences for the Digital Humanities (2025S)

Prüfungsimmanente Lehrveranstaltung
Di 03.06. 19:00-20:30 Digital

An/Abmeldung

Hinweis: Ihr Anmeldezeitpunkt innerhalb der Frist hat keine Auswirkungen auf die Platzvergabe (kein "first come, first served").

Details

max. 25 Teilnehmer*innen
Sprache: Englisch

Lehrende

Termine (iCal) - nächster Termin ist mit N markiert

  • Dienstag 04.03. 19:00 - 20:30 Digital
  • Samstag 15.03. 09:45 - 16:30 Seminarraum 6 Hauptgebäude, Tiefparterre Stiege 9 Hof 5
  • Dienstag 25.03. 19:00 - 20:30 Digital
  • Samstag 05.04. 09:45 - 16:30 Seminarraum 6 Hauptgebäude, Tiefparterre Stiege 9 Hof 5
  • Dienstag 29.04. 19:00 - 20:30 Digital
  • Samstag 10.05. 09:45 - 16:30 Seminarraum 6 Hauptgebäude, Tiefparterre Stiege 9 Hof 5
  • Samstag 14.06. 09:45 - 16:30 Seminarraum 6 Hauptgebäude, Tiefparterre Stiege 9 Hof 5

Information

Ziele, Inhalte und Methode der Lehrveranstaltung

The digitization of cultural heritage and historical data has opened up unprecedented possibilities for humanities researchers. Today, we have instant online access to vast databases drawn from museum collections, archives, and libraries. Researchers can retrieve and utilize data and materials from anywhere in the world, at any time.

This seminar explores how gamification techniques can be used to create engaging experiences for studying these topics and materials. We will examine technologies that support the development of such web-based experiences and analyze existing examples of gamification and serious games in education and the humanities.

The seminar's central goal is to design and develop a unique web-based experience, which will be hosted online. Using an iterative process, we will gather user feedback to refine our project. Through this approach, students will become familiar with workflows commonly used in real-world software design.

As part of the seminar, we will introduce web technologies, allowing students to choose a technology stack based on their prior experience and knowledge. Additionally, we will experiment with large language models (LLMs) for both code and content creation.

Art der Leistungskontrolle und erlaubte Hilfsmittel

As this is a research seminar, with a practical component, a high level of interest and the ability to undertake self-motivated research will be important to successfully complete the course.
Assessment will consist of a digital project, a seminar paper that reflects the project from a scholarly perspective and relates it to relevant projects in art, humanities, education or journalism, in-class presentations on a example for gamification or a serious game and an academic article related to the course topic and, of course, in-class participation.

Mindestanforderungen und Beurteilungsmaßstab

No prior knowledge of working with web technologies is assumed. Students can select a technology based on their previous knowledge or interest. For being able to participate in the seminar, a laptop is needed.

The course is evaluated according to a points system. You can achieve 100 points in the course. The research project is rated with up to 50 points, the seminar paper reflecting the project 20 points, in-class presentations 15 and general participation 15 points. Conversion of points to grades: 0-50 = insufficient, 51-60 = sufficient, 61-70 = satisfactory, 71-80 = good, 81-100 = very good

Prüfungsstoff

N/A

Literatur


Zuordnung im Vorlesungsverzeichnis

DH/DS/BI / DHP-S

Letzte Änderung: Sa 01.03.2025 09:26