Digital Humanities
Research on computation, digital textuality, digitization of literary texts, digital pedagogy, and the critical role of computers in humanities scholarship.
Dr. Mohammad I. Aljayyousi is an Associate Professor at Philadelphia University, Jordan. His teaching and research connect literature, digital humanities, academic writing, educational technology, gamification, and socially assistive robots for language learning.
My work begins with human questions: how people read, write, learn, remember, imagine, and communicate across cultures. From there, I explore how digital tools, AI, video games, and robots can support richer forms of teaching and learning.
I hold a PhD in Literature and Criticism with a Digital Humanities focus from Indiana University of Pennsylvania. My dissertation, iCriticism: Rethinking the Roles and Uses of Computation and the Computer in Literary Studies, continues to shape my research on the relationship between computation and literary study.
My academic home is English, but my projects regularly cross into educational technology, AI-enhanced learning, cultural heritage, visual art, game-based learning, and teacher training.
A professional website for academic visibility, project outreach, teaching resources, and future collaborations.
Research on computation, digital textuality, digitization of literary texts, digital pedagogy, and the critical role of computers in humanities scholarship.
Teaching and research in literature, academic writing, English language learning, intercultural communication, research writing, and ESL/EFL.
Design of educational games, classroom gamification, AI-enhanced language tools, teacher training materials, and socially assistive robots for English learning.
Educational video games and socially assistive robots for Arabic-speaking learners of English.
Artist-scholar mobility support for international cultural work and visual art projects.
Around Amman in 80 Conversations, an educational video game for English learning.
Research on using digital games in American literature and language courses.
iRoman: Digitizing the Novel, a digital humanities project on literary digitization.
A collection of web-based tools and educational prototypes that connect literature, language learning, digital humanities, and creative pedagogy.
An interactive digital literature tool for exploring novels through multimedia, structure, and interpretive pathways.
Open tool →A creative analysis tool for examining stories, narrative elements, themes, and storytelling patterns.
Open tool →A statistics-based literary analysis tool for helping students discover patterns in texts and interpret them critically.
Open tool →An educational language-learning game that supports English practice through place-based dialogue and cultural exploration.
Open tool →I welcome conversations about Digital Humanities, AI in education, English language teaching, educational games, writing pedagogy, public humanities, and interdisciplinary research.