|
Lecturer(s)
|
-
Woock Elizabeth Allyn, Mgr. PhD.
|
|
Course content
|
This course begins with the most recent eras in American history and the basic principles of research questions, then moves backwards while developing more complex research skills. The recommended reading is updated every semester, and can be found on the course Moodle page. Chapters in Literature and Culture: Games as Narrative - Wednesdays 16:45-18:10, room 2.40 "GAMES AS NARRATIVE" is a gamified literary studies seminar that treats video games, tabletop RPGs, choose-your-own-adventure books, divination practices, and prediction markets as legitimate textual objects for close reading and critical analysis. As a seminar which combines orienting lectures with critical discussion and hands-on activities to engage concepts, students progress through themed lessoneach led by rotating instructors Mgr. Filip Salcburger and Dr. Elizabeth Woock completing interactive side-quests which put the theory into practice and earning badges (Analyst, Gamer, Scholar). The course will familiarize students with the ludology/narratology debate, rooting games as narrative in standard literary studies scholarship (such as Roland Barthes), but also engaging in 'frontier topics' such as the storytelling qualities of gambling. This course offers two levels of engagement, one for bachelor's students which introduces the concept of the expansion of "text" beyond traditional literature while building practical skills in reading scholarly theory. The bachelor's level tier is accessible also to first-year students. For the master's students, specialist reading and deeper engagement in games as narrative will build on the literary and analytical skills they already possess, and challenge them to engage in more challenging critical thinking and research. Culminating in team-made games that articulate literary concepts and a reflective 5-page "gamify life" think piece, the class uses character sheets, side quests, and boss battles as meta-frameworks to model how gamification itself might structure thought even outside of the classroom, putting theory to use in real life.
|
|
Learning activities and teaching methods
|
Lecture, Monologic Lecture(Interpretation, Training), Dialogic Lecture (Discussion, Dialog, Brainstorming), Work with Text (with Book, Textbook)
- Homework for Teaching
- 50 hours per semester
- Attendace
- 22 hours per semester
- Semestral Work
- 28 hours per semester
|
|
Learning outcomes
|
Chapters in Literature and Culture: Games as Narrative - Wednesdays 16:45-18:10, room 2.40 "GAMES AS NARRATIVE" is a gamified literary studies seminar that treats video games, tabletop RPGs, choose-your-own-adventure books, divination practices, and prediction markets as legitimate textual objects for close reading and critical analysis. As a seminar which combines orienting lectures with critical discussion and hands-on activities to engage concepts, students progress through themed lessoneach led by rotating instructors Mgr. Filip Salcburger and Dr. Elizabeth Woock completing interactive side-quests which put the theory into practice and earning badges (Analyst, Gamer, Scholar). The course will familiarize students with the ludology/narratology debate, rooting games as narrative in standard literary studies scholarship (such as Roland Barthes), but also engaging in 'frontier topics' such as the storytelling qualities of gambling. This course offers two levels of engagement, one for bachelor's students which introduces the concept of the expansion of "text" beyond traditional literature while building practical skills in reading scholarly theory. The bachelor's level tier is accessible also to first-year students. For the master's students, specialist reading and deeper engagement in games as narrative will build on the literary and analytical skills they already possess, and challenge them to engage in more challenging critical thinking and research. Culminating in team-made games that articulate literary concepts and a reflective 5-page "gamify life" think piece, the class uses character sheets, side quests, and boss battles as meta-frameworks to model how gamification itself might structure thought even outside of the classroom, putting theory to use in real life.
The course graduate will acquire a basic knowledge of American history and academic skills that will help with further study of American culture and literature.
|
|
Prerequisites
|
An interest in American history and culture, a good working knowledge of English.
|
|
Assessment methods and criteria
|
Essay, Student performance
-Maximum two absences (for any reason) -Participation during class -3 quizzes during the semester -Analytical essay
|
|
Recommended literature
|
-
Brown, D. A. (2001). Bury my heart at Wounded Knee: an indian history of the American West. New York.
-
Gilbert, M. (2009). The Routledge atlas of American history. London.
-
Maier, Pauline, Merritt Roe Smith, Alexander Keyssar, and Daniel Kevles. (2002). Inventing America: A History of the United States. Vol. 1.. New York.
-
Nash, Gary B., gen. ed. (2006). The American People : Creating a Nation and a Society. New York.
-
Peprník, J. (2003). A guide to American studies: (a guide to the U.S.A. II). Olomouc.
-
Peprník, J. (2004). A guide to American studies: (a guide to the U.S.A. I). Olomouc.
-
Urdan, Laurence, ed. (1996). The Timetables of American History. New York.
|