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Three Approaches for Integrating Digital Literacy into the Curriculum Justin Hodgson | Indiana University

Practical Values of Digital Literacy Today

  • When we give students the opportunity to learn digital literacy skills and new media authoring practices, we quite literally expand their capacities for expression. This helps students not only to tell better stories but, more importantly, take on greater (or different) degrees of agency.
  • When we invite students to create with digital technologies, we give them access to course content, ideas, and practices in new ways. This is not only a matter of what they might make (i.e., a podcast), but fundamentally how they might engage a given course’s content.
  • When working in and across digital modalities, students can have meaningful success outside traditional modes of academic discourse. This is especially important for DEI efforts, including 1st gen, non-traditional, and international students, for many of whom traditional academic discourse can be a major hurdle if not insurmountable barrier.
  • When creating digital "things," students actively want to share their work. There is a built-in public-facing condition when making digital things, and many of us, students and faculty alike, see and feel the reality of a persistent digital audience, that underlying ‘meant to be seen’ condition as when we are engaged in digital making.

Approaches for Integrating Digital Literacy

  • ACTIVITIES | In-class engagements that get students involved with course content/ideas/issues in critical and creative ways, and doing so through the use of particular digital technologies and practices.
  • ASSETS | Instructor-produced deliverables that guide students through content or practices, illuminate concepts or methods, set-up (or extend) in-class engagements, etc.
  • ASSESSMENTS | Opportunities for students to create particular kinds of output and for instructors to assess student learning and development based on those outputs.

Activities

Think-Pair-Make-Share

Think-Pair-Share is a popular Active Learning strategy used in classrooms. The modified version, Think-Pair-Make-Share, brings Digital Literacy and Active Learning together, adding "making" (and reflection/explanation) as a key component. This allows instructors to use what students make as a means to facilitate engagement.

OVERVIEW

  • 1 minute: Students write down a response to a prompt.
  • 2 minutes: Students Pair up (or group up) and discuss their responses. They select one key takeaway.
  • 5-7 minutes: As a pair/group, students create an image (using Adobe Express) that conveys that takeaway.
  • They then share image creation with instructor/class; (1) Students should be prepared to explain both the creation and to expound on the takeaway; (2) Instructor uses the creations to facilitate discussion.

Social Media as Model

This activity invites students to "social media making" as a way of knowing/developing understanding. For example, instructors might have students create a TikTok video or an Instagram post that conveys a practice, concept, or structure related to class.

"Pumpkin Patch" TikTok Challenge | ENG-W171

Welcome to the pumpkin patch / Minecraft EDU / TikTok challenge! Today we are practicing drafting, building, documenting, and discussing our work.

"Pumpkin Patch" Guides/Requirements

  • DRAFT: On a piece of paper, plan how you're going to build the pumpkins in Minecraft EDU at different scales (e.g., one that fits in 6x6x6 area; another in a 15x15x15 area). Think about how to represent rounded shapes in a cube form!
  • BUILD: Using the fill command, fill a cube of your desired dimensions with your chosen material. Then "carve" your pumpkin by removing blocks. Do this for both pumpkins.
  • DECORATE: Decorate your pumpkins and pumpkin patch. Bonus: create Jack O' Lanterns!
  • DOCUMENT: Create a TikTok video introducing your build and build process to an audience of freshmen students at IUB.
  • SUBMIT: You should submit an mp4 file or a link to a TikTok. (Note: You are not required to publish this video online if you do not feel comfortable.)
  • SOME TIPs & TRYs: Use voice-over, sync to music, incorporate transitions, participate in popular trends, etc. Get creative! This will service as your soft launch into the next unit on video/podcasting.

Assets

Assets can be understood in two primary categories: instructional assets and professional assets. The former are things we use to help facilitate the learning experiences in our courses; the latter are things we use to enhance our own career.

Instructional Assets

Assignment Handouts

Reflections on Fieldwork | Gina Yoder (Google Doc)

Instructional Resources

Professional Assets

"A Look Inside L204" | Miranda Rodak (Adobe Express)

Assessments

Assignments are opportunities for us to assess student learning and development with course content, practices, and approaches.

  • This is the most common way faculty integrate digital literacy into work with students and typically starts by providing students a "digital option" in addition to the more traditional assignment.

Below are student examples (working from simple to complex) that work across a range of modalities. Collectively they start to gesture toward what digital literacy, digital creativity, and digital learning can look like in the classroom.

MULTIMEDIA WRITING: Scrolling Digital Essays

"Mental Health on College Campuses" by Carolyn Ciolfi (Adobe Express)

JOURNAL/MAGAZINE ARTICLE: Research-based Writing

"A Hoosier's Home" by Noah Benson (Adobe InDesign)

IMAGE ENGAGEMENTS: Infographics/Composites/Posters

"Fabulous Scroll" by Chloe Lambert (Adobe Photoshop)

AUDIO ENGAGEMENTS: Podcasting & Remix

VIDEO ENGAGEMENTS: Video Essay/Documentary

Pedagogical Transformation(s)

As instructors create space for more digital literacy and/or active learning in the classroom, some of the core policies and practices of the class may have to evolve as well to accommodate this new orientation.

New Course Model | Digital Literacy + Active Learning (e.g., ENG-W171@IU)

This new course in the IU curriculum was co-created by Justin Hodgson and Miranda Rodak (IU Bloomington). W171 fulfills the First Year Writing Gen Ed requirement at IU, brings together active learning and digital literacy, and features a mentor / apprentice co-instructional model.

New Course Feature | Tokens

What are Tokens?

Tokens are a course design feature that can help lower student anxiety about course work and foster a climate committed to taking intellectual risks. They function as a form of currency (given and earned) that can be exchanged for a number of uses.

What can Tokens be used for?
  • 72-hour Extension: This is a "no questions asked" guaranteed extension (excludes Final Course Projects)
  • Revise & Resubmit: Allows students to revise and resubmit for an improved letter grade any assignment from class
  • Excused Absence: Students can use a token to offset an absence that might otherwise be penalized
  • 1% Grade Bump: At the end of the semester, students can use a token to earn a 1% bonus on their final grade
  • Collaborator's Pass: Students can use a token to transform any assignment into a collaborative assignment. (Note: all collaborators must use a token.)
How many tokens do students start with? How many can they earn?

I give students 2 tokens at the start of class and they have the opportunity to earn more throughout the semester. The baseline or the number of potential tokens is usually 2 + the number of major assignments in course.

  • e.g., if I have 3 major assignments in a course, there would be the 2 at the start plus 3-4 Token Challenges during the semester in which students can earn additional tokens.

Assessing Digital Projects

Click the button for a fuller breakdown of the four approaches listed below

  • SEC Approach (Self-Evaluative Criteria) - Students generate the criteria by which they want to be evaluated and then submit a self-evaluation using those criteria.
  • Genre Approach - Students (in conjunction with faculty) do a genre analysis and identify key features. Then they turn those features into assessment criteria.
  • Kuhn+2 Model - Provides a a wholistic set of criteria (6 interrelated categories) for responding to digital projects, anchoring the assessment conceptually and rhetorically.
  • Learning Record Method - Tracks learning across teh course of a semester and asks students to curate evidence of their learning and to use that evidence to make the case for their course grade.

Assignment Redesign

When going through the process of turning a traditional assignment into a digital assignment, I tend to work on multiple levels, considering matters of materiality, access, assessment, and the like. As a general orientation, I usually begin with the following questions:

  • Given the available media and technologies, what kinds of assignments and activities can students reasonably undertake/complete?
  • Can those activities replace an existing assignment or will this call for an all new kind of engagement?
  • In what ways will I need to change my expectations and assessment practices?
  • Are there any useful assessment models out there that I might readily leverage? If not, what kinds of assessment will I employ?
  • What is my assessment focus in this undertaking? Final product? Process? The learning involved?

While I use these questions to guide my more nuanced assignment engagements, there three general approaches I use (increasing in complexity): Platform Swap, Open-Ended Assignments, and Collective Projects.

Platform Swap

The basic idea with the Platform Swap is to switch the medium or authoring platform of an existing assignment: e.g., take a traditional essay/paper on X and have the students create it as an Adobe Spark page or turn a reading response into video (vlog) via Adobe Rush.Once you have the swap in mind (traditional X for digital Y), you need to think about your approach:

  • What are some low-stakes learning opportunities to ease students into the assignment and technology?
  • How should I alter my expectations for the assignment?

Open-Ended Assignments

Open-Ended Assignments allow students to work within the course focus and assignment constraints to design their own projects and engagements. The basic idea is for instructors to provide an assignment framework (orientation and general guides for the engagement) and for students to identify their own exigencies for a project. Then, students create their projects in response to those exigencies, but do so within the guiding framework. The key is to require not only that the assignments be created for digital distribution (and/or feature a clear digital literacy element), but also that students complete some form of reflective component (design/project rationale, learning reflection, etc.).

Collective Project

The goal is to get the entire class (or large sections of class) to work on the same project, with each student and/or group creating multiple elements for this "epic" challenge (to borrow lingo from video games). The key is to invite students to select a project that intimately involves digital creativity/digital literacy practices and to work with them to complete those challenges: e.g., creating a class magazine (which requires InDesign and Photoshop) or building a set of artifacts for a singular event (e.g., campus-wide evacuation plan, which may require video, audio, and print media). The scale/focus can vary, but what matters is the collective effort from the students toward one final output (or portfolio of outputs) and the collaboration between the instructor and students to get there (instructor as guide/facilitator/project manager/collaborator).

A Place to Start

The Teacher's Challenge

  • Step 1 (2 min): write down all the ways you can see adding digital literacy elements to your course(s) - think assets, activities, and assessments.
  • Step 2 (2 min): Identify two places to start -- one low-stakes (e.g., in-class activity) and one high-stakes (e.g., course assignment) -- and write down one sentence for each explaining why you think these are good starting places for your courses.
  • Step 3 (5-10 min): Write out, descriptively, what you want students to do in each of the starting places. This is a drafting process, so feel free to make notes about guides, rules, requirements, etc. But remember, the key here is to be descriptive about the doing (i.e., the action and outputs).
  • Step 4 (5 min): List the ways in which these projects will be assessed. If completion-based, then identity what makes this a successful completion. If more substantial, write out the process of assessment (feel free to borrow from the Digital Assessment guides above).
  • Step 5 (10 min): Begin writing/creating the guide/rules/handout that guides students through the activity. This can work from an existing model (i.e., adding a digital option to an existing assignment) or it can be a 'create from scratch' kind of opportunity.
  • Step 6 (time varies): Enacting the paradigm - Create an assignment/activity handout/guide/deliverable using the same modality and platform at the core of the activity or assignment: i.e., if you want students to create a video, create a short video introducing the assignment, it's guidelines and expectations, and an overview of the assessment approach.
Created By
Justin Hodgson
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Credits:

Created with images by vectorfusionart - "Profile view of digital pixelated 3d man" • Surasak Chuaymoo - "Abstract hand holding earth and global network connection, digital network communication and partners concept " • Dilok - "Hand holding virtual world with connection and technology icon for globalisation by metaverse and digital transformation concept." • Nitiphonphat - "The elderly's hand is holding a Bitcoin gold coin. The cryptocurrency money Financial confidence of the elderly after retirement concept." • S... - "the measuring tape is stretched over the piggy bank. illustration. man presses the screen" • dizain - "Let's Rethink text on notepad, concept background." • mantinov - "Black casual shoes standing at just start line" • MarutStudio - "Hand of a young woman showing global business internet connection application technology. and digital marketing Internet connection around the world. Business."