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Showing posts with label Creativity & Innovation. Show all posts
Showing posts with label Creativity & Innovation. Show all posts

Digital Literacy vs. Digital Fluency

06 March
The rapid emergence of modern technologies had drastically changed the way the world works and the way in which information and knowledge is acquired. The internet generation (net geners) have begun to absorb information in new ways and have a limited tolerance for absorbing information which they could easily find through a Google search. Growing up digital “has encouraged this generation to be active and demanding inquirers - not passive consumers of media created for a mass audience” (Tapscott, 2008, p.18). The development of of these skills has been a coping mechanism to handle the information overload in the digital age.
"If it were possible to define generally the mission of education, it could be said that its fundamental purpose is to ensure that all students benefit from learning in ways that allow them to participate fully in public, community, creative, and economic life” (New London Group, 2000).

Effectively preparing students to be successful in the twenty-first century involves a development of digital fluencies that go beyond just being able to use digital tools - they must become producers of content and be able to take advantage of peer-to-peer learning opportunities, have a changed attitude toward intellectual property, develop the skills valued in the modern workplace, and have a more empowered conception of citizenship.

So what does it mean to be digitally fluent? There seems to be much discussion about digital literacy in schools today, but I don’t hear as much chatter about digital fluency. While literacy refers to knowing what tools to use and how to use them, to be considered fluent one must be able to reliably produce a desired outcome. Just like most students arrive knowing what a book or pencil is and have some idea how to use them, they still need guidance to become fluent with the tool.

Source: SociaLens Blog

An effective way to imagine the difference between literacy and fluency is to consider language. Developing fluency is like learning a foreign language: to be literate in that language means that you have learned some phrases and can share some basic ideas. However, to be fluent means the ability to create your own story and proficiently use the language in varying situations. Digitally fluent people are able create, re-mix, and share ideas through the use of technology. 
"The key idea is the ability to produce content rather than simply use technology" (Crockett, L., Jukes, I., & Churches, A. (2011).

It is important to remember that literacy occurs on a spectrum and students don't simply become fluent after a single lesson. It takes time, practice, and continuing feedback much like the acquisition of most other skill sets. The Global Digital Citizen Foundation divides digital fluency into five categories: Information, Solution, Creativity, Collaboration and Media. The organisation has developed a structured framework to model the critical skills that today's students require to become digitally fluent.


Source: Global Digital Citizen Foundation

Great - yet another set of criteria I must integrate into my teaching. 
Teachers are already juggling an array of criteria that must be covered through their programs. I currently must satisfy the demands of the MYP concepts, objectives, ATL skills, a national curriculum and the ISTE Standards. The last thing I need is another set of criteria that must be infused into my program. However, what I like about The Global Digital Citizen Foundation is that the fluencies listed are easily integrated into already existing programs. Instead of restructuring my units, I simply reviewed my program with these standards in mind to see which areas I deficient in.

There are many large and small scale educational activities which can be integrated into current teaching practices to promote technology competence and digital fluency. The following is a brief collection of classroom activities and technology tools I collected to encourage the acquisition of digital fluencies using the five categories identified by The Global Digital Citizen Foundation:


Curated alongside: Costello, J., Hamilton, D., Langford, C., Stigall, J. (2016)


References

Briggs, C. (2012). The Difference Between Digital Literacy and Digital Fluency. Retrieved from http://www.socialens.com/blog/2011/02/05/the-difference-between-digital-literacy-and-digital-fluency

Costello, J., Hamilton, D., Langford, C., Stigall, J. & Turple, C. (2016). Digital Fluency in the Classroom. Retrieved from http://digitalfluencyintheclassroom.weebly.com/toolbox.html

Crockett, L., Jukes, I., & Churches, A. (2011). Literacy is not enough: 21st century fluencies for the digital age. Corwin Press. 

Jukes, I. (2015). Global Digital Citizen Foundation. 21st Century Fluencies. Retrieved from https://globaldigitalcitizen.org/21st-century-fluencies

New London Group (2000). A pedagogy of multiliteracies: Designing social futures in Literacy Learning and the Design of Social Futures, ed. Bill Cope and Mary Kalantzis. London: Routledge, p 9-38.

Copyright: The War against Piracy is Stifling Creativity

07 September
As an educator who utilizes technology in her teaching, I had so many questions about copyright that no one seemed to be able to answer: 

What does copyright mean?
Where can I find free-to-use content?
Do Fair Use principles cover me as an educator?

My pursuit of answers that led me down a rabbit hole of information, contradictions, and legal jargon. Unfortunately contemporary copyright laws are convoluted and full of “grey areas”. The hypocrisy of how most laws have been established (through large corporations looking to cash-in) has stunted culture and put limits on creativity in the digital world. While I do believe direct copy and paste piracy should be illegal, today’s restrictions may be crippling today’s Creative Class of learners.






Finding Free-to-Use Content for Multimedia Projects

Finding Free-to-Use Content for Multimedia Projects

07 September
I once tried what I thought was a fantastic idea as an English teacher: have students create a movie trailer for a book they had read to present to their classmates. Students did an excellent job carefully piecing together images, footage and background music using a variety of editing software. When they presented in front of their peers, we filmed their presentations and posted them privately on YouTube.

Then YouTube took down the majority of my students' videos 
for copyright infringement. Oops.

I had to backtrack and learn more about copyright laws and teach this information to my digital citizens:


I also created a student-friendly printable "cheat sheets" to help students find content for their multimedia projects:




Please feel free to copy these materials and use them for educational purposes.

Using the Power of the Internet to Connect People

03 March
Online performance artist Ze Frank's discusses his "web playroom" in the video below. Traditionally, art endevours have been transmissive and do not involve the audience, whereas Ze Frank utilizes technology to connect humans to one another. What resonated with me was his pursuit "to feel and be felt." This is not a new idea, but rather a long time need for humans which has been augmented by the development of new technologies. It is a concept I think our Generation Z students struggle with on a daily basis.

I find the idea of interactive art is very common in Asia. Around the city there are frequently art exihibtions which encourage interaction from the audience. Holiday decorations are even built as small cities meant to be walked through and experienced. Last November, there was a participatory show in Hong Kong called MURS described as an immersive, interactive outdoor Smart show.


This show really hit home with me because it brought a crowd of complete strangers together in an engaging manner. In a city like Hong Kong, with one of the highest population densities in the world, a place where you are NEVER alone (quite literally unless you are in your home) there is an overwhelming sense of disconnect among the people. I still cannot believe how lonely it can feel standing in a large crowd of people. Hong Kong is a city always on the go: people are in a rush to commute, aggressive to close a business deal, storefronts and buildings are in a constant renovation cycle, and the workforce is transient. All these factors contribute to a place where no one feels grounded and are aching to connect. I think this is one of the reasons an interactive show like this was so popular, and why art which brings people together goes viral.
In my eyes this is one of the greatest capabilities of new technologies for educational purposes. Teachers can transcend the walls of their classrooms to reach audiences around the globe. I have long been a fan of Dr. Ruben Puentedura’s SAMR Model which helps educators to think about HOW they are using technology. 

Is a technology just a different way of doing the same old task or it is adding something and transforming the learning experience? 

I often refer back to this model when working with teachers to help them move up the ladder. Technology seems a bit less daunting when there are clear goals laid out to assist tech integration.

Exploring Culture, Identity, and Representation through Art Education

03 March
Culture is understood in Anthropology as the symbolic, ideational, and intangible aspects of human societies. The “essence of a culture is not its artifacts, tools, or other tangible cultural elements but how the members of the group interpret, use, and perceive them” (1). It is the values and beliefs based on knowledge and perceptions chosen and expressed through behaviour, image, and sound. According to my students, culture is about food and religion and clothing.
I realized that these slides my students created as part of a lesson on global issues are just the beginning of an authentic exploration of culture, identity, and representation. This realization was particularly important to explore on a more meaningful level in the multicultural learning environment of my school.

How are educators to challenge the assumptions surrounding culture?
How will we decide whose voices will be heard?

One approach to facilitate learning surrounding culture and identity is through art education. Art can provide us with a tangible object to discuss intangible concepts of identity, and help bring words and understanding to such abstruse constructs. Art is experienced through the senses and acts as a window into cultural representation. The representational power of art is intertwined with the interpretation of symbols used to communicate cognitive processes that are unique to each person. The creation of art can also be used to help students construct meaning surrounding culture and identity.


As an art educator, Stacy Friedman explores issues of racism through puppetry. She has students design, create and script puppets with a commentary on conflicts surrounding identity representations. She notes that the puppets “serve as sort of metaphorical Trojan horses helping us to enter into uncomfortable discourse through a seemingly benign medium” (2). Friedman’s intent is that the puppets open up a door to higher critical thinking and have the potential to become a mechanism for exploring the thoughts and voices of others. Art is an individual encounter based on the mental filters and prior experiences of a specific person.



French artist JR’s street art toys with identity by challenging preconceptions and reductive images propagated by advertising and the media. He work can be found in war-torn and conflict ridden areas of developing countries. JR snaps black and white portraits of local people and literally pastes blown up paper photocopies of these images in the streets. Powerful images of women were pasted around a slum in Kenya, Israeli and Palestinian portraits were placed next to one another in the Middle East, and portraits lined the streets of poor areas of India. JR does not explicitly explain the meaning of his art but instead allows the audience to interpret the art themselves by collecting the stories of those featured in his portraits. He also notes that his projects aid in the construction of his own mindset regarding culture and identity.
























Shouldn't students become producers of art as an alternative to the traditional 
consumption-centred model to emancipate students from media bias 
and offer a different perspective of how meaning is created?

Authorship of media texts and tangible art can be applied to forms of critical analysis that “open up alternative positions from which students can think, debate, act” (3). Not only can art serve as a surrogate of abstract ideas surrounding culture, but the “truths” about identity and culture can be interrogated and constructed through the production of artifacts.



1. Banks, J.A., Banks, & McGee, C. A. (1989). Multicultural education. Needham Heights, MA: Allyn & Bacon.
2. Friedman, S. (2004). Responsibility and re/presentation: Reflection on digital video and puppet-based inquiry.
3. Goldfarb, B. (2002). Students as producers. Visual pedagogy: Media cultures in and beyond the classroom (pp. 57-83). Durham: Duke University Press.