Coding the Humanities

Projects

Coding the Humanities Pilot

The Coding the Humanities pilot proved that so-called bootcamp model of teaching works in university. Next step: to integrate the model into the regular classroom.

Student Projects

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Art Science and Technology I

Art, Science and Technology I showed that humanities students really love to code. To create fruitful interactions, humanities topics should be intertwined with actual coding.

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Usability Test

We tested the prototye with 8 users. The usability tests revealed that the three-layered structure was too complex.

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Staff Crash Course

The staff crash courses helped Humanities researchers create digital research skills through exercises with practical tools tied to an overall 7 step framework.

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Paper Prototype

Coding the Humanities' student assistants designed an introductory course to programming using a set of index cards and titles of existing online resources.

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Interships

The internship created a safe space for five former Coding the Humanities pilot students to accellerate their learning in a close to real world (but safe) environment.

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From Objects to Data II

From Objects to Data II found that by giving students the freedom to develop their own projects, they take more initiative in developing their learning.

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From Objects to Data I

From Objects to Data I showed that students can learn to be more self-sufficient in finding online materials that help them progress. Focus on searching as a skill, rather than on transmitting knowledge.

Student Projects

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Desktop Prototype

The first desktop prototpye featured browsing on there levels: resources, checkpoints (collections of resources) and waypoints (collections of checkpoints).

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Coding the Humanities I

Coding the Humanities I taught us that learning how to code takes time. It helps to make a clear link between specific tutoials and a (part of) a student's project.

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Art Science and Technology II

Art, Science and Technology II found that the more autonomy you give students, the more they enjoy learning. Too much structure, on the other hand, is detrimental.

Student Projects

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User Research Study

The user research study included nine Coding the Humanities students. The research aimed to describe how digital tools and existing (online) resources can support higher education.

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Tablet Prototype

The mobile prototype is a clickable UX-design that focuses on student's tasks and social interactions between students in a classroom setting.

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Desktop Prototype II

The second protote features a restructured data model, where the three-layered structure has is reduced to two layers. The curation feature is still under development.

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Coding the Humanities II

In Coding the Humanities II, students hand-picked the part of the learning materials that they needed. They choose the parts based on very specific and concrete goals.

Student Projects

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