Global Pandemics: Plague of Athens
Chromebooks Web App
Next Gen Digital Learning | Applied Educational Research
Prepared for Academia.edu
March 21, 2022
Spencer Striker, PhD
Associate Professor of Digital Media Design
Northwestern Qatar | Education City
e. spencer.striker@northwestern.edu
m. +974 3397 6855
Project Description
Introducing Global Pandemics: a cutting-edge, browser-based, digital learning
experience—designed to enhance student understanding of the role of pandemics in world
history. One year in the making, and involving a talented, interdisciplinary team from
around the world—including 5 skilled Northwestern Qatar research assistants—the new
product features cutting-edge digital learning design, web animation, interaction design,
and digital storytelling.
Global Pandemics explores five major pandemics in world history:
Global Pandemic
Region
Time Period
The Plague of Athens
Classical Greece
5th C BCE
The Black Death
Europe, Asia
14th C
Smallpox
Empire of Anahuac (Mexico-day Mexico)
16th C
The Spanish Flu
Western Front, Global
1918-1920
HIV/AIDs
Global
1980s-present
1
We are presenting Chapter 1: “To Do No Harm,” the story of Nikos of Athens, a physician
during the Plague of Athens, 429 BCE, who struggles to treat the multitude who fall ill
during this world-upending ordeal, causing him to question everything he holds dear, from
his faith in Apollo, healer under the gods, to the meaning of his Hippocratic Oath, and what
is truly at stake in medical ethics.
The Global Pandemics prototype consists of over 50 uniquely designed, animated web
pages featuring over 2 hours of engaging, rewarding learning material for students to
explore. The product combines digital storytelling with interactive learning design to craft a
rich, complex pedagogical experience that immerses students in the power of
story—narrativizing the experiences of diverse people, around the globe, who lived through
history’s worst pandemics—interwoven with rich, multimodal learning content.
Creative/Research Questions
Global Pandemics provides historical context for students about the challenges COVID-19
has presented to people around the world. The design of Global Pandemics is positioned at
the nexus of innovative pedagogical, theoretical, and technological practices—including
narrative studies, multimodal literacies, and game-based learning research. Synthesizing
the best of history games, visual learning, interactive textbooks, and history apps, Global
Pandemics introduces novel features, design elements, and affordances—demonstrating
the effectiveness of applied educational research to enhance learning outcomes. The
central question posed is whether—and to what degree—the innovative digital learning
design of Global Pandemics will result in a measurable increase in student interest,
2
engagement, and understanding of key concepts in epidemiology as well as the role of
pandemics in world history. A secondary question is how to iterate product design to
improve engagement and successful learning outcome metrics even further.
Topic/Project Significance and Creative Design
Building on a rich tradition of digital media and learning research, Global Pandemics
immerses and engages students through meaningful choice and multimodal interaction
design; provide systems-based interpretations that emphasize complexity,
interdependencies, and causal connections; played out within a problem space that
encourages students to perceive connections between past and present—making that
understanding more visceral, tangible, and real—and in the process sparking enthusiasm
for learning about the past.
Global Pandemics offers a truly innovative solution for engaging millennial students and
inspiring curiosity for learning about history. This browser-based digital learning experience
introduces multiple novel technologies, including:
●
●
●
●
●
●
●
3D Motion Design to Recreate History
Advanced Web Animation to Simulate Pathogens
Immersive 360 Panoramas of Historical Locations
Animated Historical Timeline & Maps
Choice-based Narrative Design
Interactive Original Historical Documents
Media-Rich Adaptive Assessments
3
Narrative and Character Design has already been developed for the remaining 4
chapters; please find links to preproduction stories and character art below:
Character Design
Narrative Design
Location
Year
Nikos of Athens
Ch 1: "To Do No Harm"
Athens
429 BCE
Giana (animated)
Ch 2: "Forty Days "
Venice
1378 CE
Xoquauhtli
Ch 3: "Breath of Life"
Tenochtitlan
1520 CE
Achraj Singh
Ch 4: "Red Pepper and Black Pepper"
Western Front
1918 CE
Brian
Ch 5: "Positive"
San Francisco
1987 CE
4
Global Pandemics, Chapter 1: “To Do No Harm,”
Plague of Athens, 4th Century BCE
Playable Prototype (live demo build)
Developer notes for Demo Build: please open in up to date Chrome browser on a computer
with good specs; initial load is up to 1 minute, after which all the animations and assets will
be preloaded; explore the product as you like, following the story and educational content;
if a page freezes or crashes, please simply reload the page; otherwise reload the first page
and start again there; if lost in the non-linear navigation, open the menu icon in the upper
right to reveal the interactive map, which you can use to situate you in overall product flow.
Feel free to reference the full walkthrough below, (presented as an HD video), to get a
sense of the optimal flow of the User Experience.
Full Product Walkthrough (HD video on YouTube; showcases product/user flow)
5
Global Pandemics - Poster Featuring all 5 Characters
6
Scholarly Research on Digital Media & Learning
Chapman, A. (2016). Digital Games as History: How Videogames Represent the Past and Offer
Access to Historical Practice (Routledge Advances in Game Studies (Book 7)). Routledge.
Cope, B., & Kalantzis, M. (2013). “Multiliteracies”: New literacies, new learning. In Framing
Languages and Literacies: Socially Situated Views and Perspectives. Taylor and Francis.
Gee, J. P. (2004). What Video Games Have to Teach Us About Learning and Literacy. Palgrave
Macmillan.
Gee, J. P. (2007). Good Video Games and Good Learning: Collected Essays on Video Games,
Learning and Literacy (New Literacies and Digital Epistemologies). Peter Lang Inc.,
International Academic Publishers; 1st edition.
Halverson, R. (2009). Rethinking Education in the Age of Technology: The Digital Revolution and
Schooling in America (Technology, Education--Connections (The TEC Series)) . Teachers
College Press.
Itō, M. (2010). Hanging out, messing around, and geeking out: Kids living and learning with new
media. Cambridge, Mass: MIT Press.
McCall, J. (2016). Teaching History With Digital Historical Games: An Introduction to the Field
and Best Practices. Simulation & Gaming.
McGonigal, J. (2011). Reality Is Broken: Why Games Make Us Better and How They Can Change
the World. Penguin Books.
Squire, K. (2011). Video Games and Learning: Teaching and Participatory Culture in the Digital
Age (Technology, Education--Connections (The TEC Series)). New York: Teachers College
Press.
Steinkuehler, C., Squire, K., & Barab, S. (2012). Games, learning, and society: Learning and
meaning in the digital age. Cambridge University Press.
https://doi.org/10.1017/CBO9781139031127
Thomas, D., & Brown, J. S. (2011). A new culture of learning: Cultivating the imagination for a
world of constant change.
7