I just found an “Hour of Code” link underneath the Google Search bar and had to follow it. Chris Lindgren and I have a work in progress called “Code Decade” that challenges the “Code Year” rhetoric–learn a language online in a year, get a fabulous job. We obviously think learning code, to program, and learning […]
Fifty Largest Refugee Camps – A story map presented by Esri. I’m interested in refugee studies, digital humanities, and maps. This site rocked my world. Trying to explain a refugee camp is difficult. This map goes for population comparisons, telling us that Wad Sherife in northern Sudan, population 16,231 is comparable in size to Charlestown, […]
Providence After School Alliance. The Providence After School Alliance seems to be the sort of “architectonic productive art” that Chris Lindgren, Matt Warner, Emily Bartz, Jade Sandbulte and I have been trying to imagine and build in Fargo (with a nod to Richard McKeon’s definition of rhetoric). Our focus has been a little more […]
Allison Myers response to my last post reminded me to share Evodie Ngoy’s short documentary film, “The Paradise that Wasn’t.” Evodie talked to refugee youth in Baltimore about their experiences of resettling. They told a lot of stories about not fitting in, struggling in school, struggling to make friends, but they also shared their love […]
Refugees – YouTube. A foll0w-up to the last post; the Center for Digital Storytelling has collected five refugee youth narratives. The countries of origin are all different (except for two from Somali); the experiences wide-ranging.
Center for Digital Storytelling – Blog – Strangers in a Strange Land… No More – by Allison Myers. The Center for Digital Storytelling brought together two of my passions yesterday: digital humanities (digital story telling specifically) and refugee studies. They shared a powerful story from a young Iraqi refugee in honor of World Refugee Day.
3. We started the writing process late in the production timeline and did not bring a writer onto the project until the end. A major part of our game experience is the dialogue and narrative. Despite multiple people’s efforts, we were not hitting the desired writing quality and knew there was lots of content left […]