Admission requirements
For any questions regarding the admission requirements, please contact the lecturer.
Staff and Graduate students are welcome to audit (parts of) the course, if space permits. Please note Students of the Minor Digital Humanities have priority. Students from other programmes can only be admitted if there are places left. Students from other programmes interested in taking this course are kindly requested to contact the Coordinator of Studies and the Lecturer, if you are interested in taking this course but NOT a student of the minor Digital Humanities. See also under registration below.
Description
Why do trolls want you to spread fake news? Can video games be more than just entertainment? What does it mean when we “google” something? Why would somebody pay real money for items that only exist in virtual worlds? How can I leverage digital media as a positive force for change in science and society?
This course explores these and other major questions and debates surrounding the relationship between society and culture on one hand, and digital media and technology on the other. The topics to be covered in this class include an in-depth look at key issues such as the history of computing, the difference between new and “legacy” media, search technologies, the business of personal data, virtual worlds, and video games. Students will read about and discuss these issues but will also engage in the production of digital culture themselves in the form of blogs, podcasts, and/or videos. The course project will consist of a popular scientific blog on one aspect of digital media, culture, and society.
Course objectives
At the end of this course, you will:
Be able to articulate how and why digital media impact culture and society.
Have explored the background, context, promises and pitfalls of a range of specific media and concepts in this field.
Know where to find some of the inspiring media and thinkers in this field.
Be able to discuss your views on digital media themes with peers as well as give and receive feedback.
Be able to use a number of digital media production tools, including blogging, podcasting, and video software.
Timetable
Zie Rooster
Mode of instruction
Seminar
Course Load
Total course load 5 EC x 28 hours = 140 hours
Seminar: 13 x 2 (26 hours)
Study of compulsory literature and self-study for tools: (40 hours)
Presentation (10 hours)
Peer Feedback: (10 hours)
Course project: (54 hours)
Assessment method
Assessment
Course reading
Participation
Presentation
Course project
Weighing
Discussion of literature: 15 percent
Class Participation & Peer Feedback: 15 percent
Presentation: 20 percent
Course project: 50 percent
Final mark for the course is established by determining the weighted average.
Resit
Students who have scored an overall insufficient grade for the course may take a resit for the presentation and the course project, in the form of an oral exam (in place of presentation) and a paper (in place of final project).
Exam review
How and when an exam review will take place will be disclosed together with the publication of the exam results at the latest. If a student requests a review within 30 days after publication of the exam results, an exam review will have to be organized.
Blackboard
Yes, Blackboard will be used for general course announcements and the distribution of some of the literature.
The full syllabus of the course can be found at http://www.shoresoftime.com/digmedia/
Reading list
The reading and other resources for this course can be found at http://www.shoresoftime.com/digmedia/
Registration
Enrolment through uSis is mandatory.
General information about uSis is available on the website
Registration Studeren à la carte and Contractonderwijs
Registration Studeren à la carte
Registration Contractonderwijs