The purpose of this course is to introduce you to the digital humanities, an exciting field that sits at the intersection of the liberal arts (such as history and literature), technology, and design. Simply put, the digital humanities looks for new ways to conduct or present research in the humanities using computers and the Internet. That said, perhaps the broadest and most lively ongoing conversation in the digital humanities is simply an effort to define the field; no one knows exactly what the digital humanities are, and we expend a good deal of breath, ink, and pixels trying to figure it out. That said, there are some values that seem to define the field. Digital humanities projects are often creative, as they look for new methods for research. Digital humanities projects are often interdisciplinary, as they bring together people from different fields within the humanities. As such, they are also often collaborative, as building a project usually requires a variety of skill sets. Collaboration will be a key part of this course, as we work in small groups and as a class to build a website that will showcase a set of oral histories conducted by students at Kean University in the wake of Hurricane Sandy.
Interested? Check out some more definitions of the digital humanities.
This course will help you develop skills in project planning and management and teamwork. You will also learn to think more critically about the digital world around you as we discuss the ways that technology is changing the ways that we think, learn, and engage with the world. In terms of Stockton’s Essential Learning Outcomes, this course is designed to help you develop skills in the area of creativity and innovation, including:
- (1.2) Identify one or more approaches for solving the problem that do not apply within a specific context.
- (2.4) Incorporate new directions or approaches to the assignment in the final product.
- (3.1) Extend a novel or unique idea, question, format, or product to create new knowledge and understanding that crosses disciplines.
- (3.4) Actively seeks out potentially risky directions or approaches to the assignment in the final product.