Okay but why does Cassandra hate Eugene so much?
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Okay but why does Cassandra hate Eugene so much?
The Limits of Technology in the Classroom
We have frequently discussed the boundaries of the digital in our class this semester, but I am interested in going deeper into that study specifically relating to teaching. I want to be a teacher after I graduate, but I am nervous that I will not be able to teach to the best of my ability unless I know how to use the technology that this age depends on. Because of that, I would like to focus on technology in the classroom for my final project.
I am not entirely sure of how I would like the project to look, but my most recent thought is that I should gain some classroom experience by visiting a local school. Some of my friends are teachers in the area, and I am planning on visiting at least two of them who teach in local elementary schools to observe how they use technology in their classrooms. I want to analyze the different softwares that teachers use in schools and I also want to discover which programs are the most effective in the classroom for a child’s learning of a subject.
Speaking of subjects, I realize that different types of technology can be used in different types of classes accordingly. For example, a timeline tool would be more useful in a history classroom than a math class. Also, twine may be more effective as a medium in a literature class than a science class. I understand that there has been a shift in education around the world to using more technology, but how helpful is it in the classroom? Can it be distracting rather than beneficial? What do current studies say about technology in the classroom? These are all questions that I am excited to possibly answer.
Twine Assignment and Reflection
http://philome.la/emmkinneyy/going-to-college/play
I wanted to make my game about a personal experience. I noticed that many of the games and readings from this unit on Twine have been extremely personal to each author. For Zoe Quinn, the deeply personal and hard topic of depression was presented as day-to-day choices. For Anna Anthropy, we saw the transgender process through a series of interactive displays that made an effort to tell a story. Some of the other games that we played like Spent were a little less personal, and maybe more pragmatic with regards to purpose. I felt like of all the examples we had, I liked Spent the most because it really made me think about how I take money for granted. I did not identify with Anna Anthropy’s game or Zoe Quinn’s Depression Quest because I really know nothing about what those lives are like. I do have some understanding about money and how the decisions that you make every day affect your bank account in some way or another. That being said, I wanted to take from my own experiences and apply them to the Twine software to see if I could make a “real life” scenario.
I was pleased after the peer review to see that someone else thought my story told the narrative of a college student well. I really wanted to capture what it is like thinking through the decision to go to college and then making it to college to find that the degree you are paying so much for may not actually be worth that much if someone can cheat their way to graduation. I liked how I was able to keep the ending somewhat open-ended to make the reader think about the injustice of the situation. It kind of reminded me of the twine game “Queers in Love at the End of the World” and how it is over before you know it. The short time makes you think about the repercussions of your decision and the ethics behind it. The fact that the girl’s crush made it into medical school by cheating his way through college is just absurd. I was just worried that I did not embody what that felt like with a simple GIF. The other downside to Twine for me is that it was very hard for me to go back and forth between the wiki page and the stylesheet. I found myself caught between so many screens so many times that I often had to just save my progress, close some windows, and start again.
I liked this unit, but it would not be my favorite one. I am looking forward to the final project though.
Anna Anthropy and Dys4ia
If we are going to compare Depression Quest to Dys4ia, I liked playing Dys4ia more but I think that Depression Quest had better procedural rhetoric. The reason I say this is because while playing Dys4ia was more like an actual “game”, I still did not have the option to make choices for myself or for the character like I did in Depression Quest. I think it important to consider the medium in each game as two different things. Much of the readings that we have done before discuss how the “medium is the message” or about the need for reciprocity in each medium. Yes, the medium does play a key role in the message, but I wonder how the medium is connected to the author, and why certain people chose certain mediums to write with?
Anna Anthropy and Zoe Quinn are both part of the gaming world, so it makes sense that the medium they are most comfortable sharing their stories on would be through a game. How does this influence the effectiveness of the message and how the content is received? Think about this and how it may relate to your own life. Which form of social media do you use the most? Do you Facebook posts contain the same type of information that your Instagram photos contain?
All in all, what I’m saying is that I think the reason some of us may not respond well to these games is because maybe some of us do not exist in the gaming world like Zoe Quinn and Anna Anthropy do. At least for me, I am very unfamiliar with the gaming world and what type of content floats around that digital sphere. I’m sure I would have responded differently to this topic if I was more familiar with the gaming world.
Zoe Quinn’s Quest
Shortly after typing Zoe Quinn’s name into a google search, I thought I might have opened Pandora’s box. Immediately I found multiple blogs about how awful Zoe is as a person and how she is ruining the gaming world. There were also multiple YouTube posts about the “Quinnspiracy” that refers to the story about Zoe cheating on her current ex-boyfriend with five other gamers while they were together. Eron Gjoni, the ex-boyfriend posted on his own blog screenshots of their conversations and a list of all the hypocritical things that Zoe did while they were together and even after they broke up. This was not my initial intent when looking up the creator of Depression Quest. I just wanted to learn more about the person behind the game.
Little did I know that I would be discovering deeply personal things about a woman that I do not even know. I think it is interesting to consider the reason that Zoe Quinn would have made a game like this and what she might have thought would come of it. I do not know much about the gaming world, but I was taken aback by all the hate Zoe received from her personal life being blasted all over social media. Because of that, I kind of feel for the girl when her whole life is out in the open for everyone to see. I’m not sure about you, but I wouldn’t want my secrets posted on my ex-boyfriend’s blog. We all make mistakes, but I don’t think that means that they should be listed out for everyone to judge like they’ve never done anything they regretted before. Yes, Zoe messed up, but I don’t think anyone deserves that kind of hate!
As for the game Depression Quest, I think that I learned more about dealing with depression than I knew before, and for that, I appreciated the game. As for the other posts about how you cannot really understand depression until you live with it, I agree. It is hard to sum up any kind of mental illness through any kind of medium until you personally experience it. I guess that points to the limitations of the digital...
TBEV คุยยักษ์รับเหมาสิงคโปร์ร่วมลงทุนไฮสปีดกทม.-หัวหิน
“ไทยเบฟฯ” แอบคุยยักษ์รับเหมาสิงคโปร์ ผนึกกำลังลงทุนรถไฟความเร็วสูง กรุงเทพฯ-หัวหิน 8.1 หมื่นล้าน มั่นใจ “ประจิน” ไม่ยกให้ทันที แต่ต้องเปิดประมูลเพื่อกันการเช็คบิลหลังเปลี่ยนรัฐบาล
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