Meaningful Choices in Twine, History & Counterfactual History (PoH Notes, Part 2)

Mar 23, 17 Meaningful Choices in Twine, History & Counterfactual History (PoH Notes, Part 2)

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Path of Honors (here at my Twine site on philome.la) is an experimental interactive history that I am designing in bits and pieces. The plan is to model an aristocratic Roman as he played the game of politics and sought to win election to offices and gain prestige and dignity for himself and his family. PoH  is skeletal right now...

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Path of Honors — Thoughts behind the design of an interactive history

Feb 18, 17 Path of Honors — Thoughts behind the design of an interactive history

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Path of Honors (here at my Twine site on philome.la) is an experimental interactive history that I am designing in bits and pieces. The plan is to model an aristocratic Roman as he played the game of politics and sought to win election to offices and gain prestige and dignity for himself and his family. PoH  is skeletal right now...

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Path of Honors Update

Dec 18, 16 Path of Honors Update

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As I noted in my last post Meaningful Choices – (Twine Developer Diary) – Part 3, I have been working on developing my own Twine interactive history alongside the projects my students are designing. With the winter vacation, I’m hoping to post an update on the student projects and another analysis of...

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Meaningful Choices – (Twine Developer Diary) – Part 3

Oct 18, 16 Meaningful Choices – (Twine Developer Diary) – Part 3

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This is the third in a series of posts intended to get readers thinking more about interactive text as a tool for history education and how students might be enabled to design their own researched, text-based historical simulation games using the interactive fiction design tool, Twine. The first post discussed the differences...

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Creating Interactive Histories in History Class (Twine Teacher Diary)

Oct 10, 16 Creating Interactive Histories in History Class (Twine Teacher Diary)

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This is the second in a series of posts intended to get readers thinking more about interactive text as a tool for history education and how students might be enabled to design their own researched, text-based historical simulation games using the interactive fiction design tool, Twine. Last week’s post discussed the...

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