Loading

Digital Literacy, Faculty Development, and Generative AI Justin Hodgson | Indiana University

Framing Considerations

Transformative Job Market

  • New Career Types/Tracks: 85% of all jobs available by 2030 will be positions/careers non-existent prior to 2020 (Institute for the Future 2017; World Economic Forum 2018)
  • Landing the Position: "Soft Skills" remain top priority in hiring practices, but these are increasingly digitally inflected: digital communication, digital collaboration, digital creativity, digital problem-solving (see Petrone 2019; Marr 2022)

Responsibility in Education

  • Inclusivity: The digital divide is most pronounced across issues of Race, Gender, and Class. When we fail to integrate digital literacy into higher education, we create double-jeapordy digital inequity (McLay & Reyes, 2019): a process by which we unintentionally widen that gap.
  • Engagement: Bringing digital literacy/digital creativity practices in the classroom has a positive impact on student engagement, performance, and retention. This is even more pronounced (nearly 2 times more) for BIPOC and first generation students (Civitas, Adobe, and UT San Antonio, 2020).
  • Accountability: In a recent survey, over 80% of Students, Faculty, and Administrators agree/strongly agree that teaching digital literacy skills should be part of the curriculum (Chronicle of Higher Ed)

A Simple but Transformative Experience

My Digital Educator's journey begins with using video transitions to teach transitions in writing for students in Basic & Developmental Writing courses (~ Spring 2003)

Challenge:

  • Choose 5 images (found online or personal images) that represent something meaningful to you
  • Record yourself (voice recording) telling us your story through those five images
  • Put those images in sequential order in Windows Movie Maker
  • Add video transition between the images to help convey your narrative.
  • 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.

Success Outside Traditional Academic Discourse

Tanya Patel's "10 and 2, Are You?" Interactive Image Project

Created using Adobe Photoshop and wix.com

Tianqi Cai's "Winter in My Community" Video Essay

created using Adobe Premiere Pro

Accessing Ideas in New Ways

Mia Freeman's "History of Vaccines" Digital Monument

Project created using Minecraft EDU & Adobe CC Express

Video walkthrough created using Adobe Premiere Rush

Expanding Capacities of Expression

Andrew William's "Picture Perfect" - A Remix Video

This video was a remix of Kat Napiorkowska's "Living with Depression"

William's remix was published in the Journal for Undergraduate Multimedia Projects jumpplus.net

Remix project (re)created using Adobe Premiere Pro

A Couple Reorientations

Myth of Expertise (and the Digital Native)

  1. Technologies change rapidly so even "digitally inclined" faculty are always playing catch-up with industry.
  2. The so-called "Digital Natives" that Mark Prensky wrote about in the early 2000s are now faculty who regularly struggle to make Zoom work correctly. "Can you see my screen?" ... "You're on mute."
  3. The expert-to-student model works, of course, but there are advantages to embracing student directed learning approaches (self-learning and peer-to-peer models): i.e., this helps students form habits of practice for working in creativity technologies and learning how to learn new technologies.
  4. For most instructors, the necessary 'expertise' resides elsewhere. As a writing teacher, you do not need to be an expert in video editing to recognize whether the rhetorical elements of a video are sound. Your focus is on providing guidance on the acceptable modes and means of representing knowledge, communicating ideas coherently and with impact, and on situating those expressions in ways that meet particular audience needs (whether they be rooted disciplinary oriented ways of knowing or more general appeals to pathos).

Pedagogy & Practice

When bringing digital literacy and digital creativity into the classroom, it is important to remember that the technologies are not the focus (i.e., it is not tech for tech's sake). Rather, we must remain people oriented, pedagogy focused, and purpose driven.

  • What technologies are available to students?
  • What kind of writing activities (from ideation to full on assignments) can students do with those technologies?
  • Are there clear pedagogical values with this approach that align with course goals and student learning outcomes?
  • What considerations are there for matters of access and accessibility?
  • What kind of instruction will they need?
  • What is your role: Expert? Coach? Co-Learner? Other?
  • Are there existing resources to help orient students to the technology / assignment?

3 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. Examples include Think-Pair-Make-Share, TikTok Creations, Meme Challenge, etc.
  • ASSETS | Instructor-produced deliverables that guide students through content or practices, illuminate concepts or methods, set-up (or extend) in-class engagements, etc.
  • ASSIGNMENTS (or assessments) | Opportunities for students to create particular kinds of output and for instructors to assess student learning and development based on those outputs. These assessments can range from low-stakes activities (e.g., SSS Vlogs) to capstone projects.

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: Write down a response to a prompt.
  • 2 minutes: Pair up (or group up) and discuss your responses. Select one key takeaway.
  • 5-7 minutes: As a pair/group, create an image (using Adobe Express) that conveys that takeaway.
  • Share image creation with instructor/class; be prepared to explain both the creation and to expound on the takeaway.
Example Prompt & Creations (Digital Gardener Faculty Fellows Program): What is Digital Literacy? What does it look like in your Discipline?

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.

Example Prompt: Pumpkin Challenge in Minecraft EDU (ENG-W171)

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

  • 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. You are not required to publish this video if you do not feel comfortable.mit
  • 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

Instructional Resources

Professional Assets

Assignments

Course 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: i.e., instead of writing a traditional paper, have them create the paper using Adobe Express webpage (scrolling multimedia writing experience)

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

Multimedia Essays

Journal/Magazine Articles: Research-based Writing

Image Engagements: Infographics/Composites/Posters

Audio/Podcast Engagements

Video Engagements

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.

Course Tokens: A gaming pedagogy approach

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.

  • In my courses, students start with 2 tokens and have the opportunity to earn 3-5 more based on specific course-related challenges.

Course Token Usage

  • 72-hour Extension - Students can use a token for a "no questions asked" guaranteed 72 hour extension (excluding final course projects).
  • Revise & Resubmit: Students can use a token to revise and resubmit any course assignment for an improved letter grade.
  • Excused Absence: Students can use a token to offset an otherwise unexcused absence.
  • 1% Final Grade bump: Students can use a token to receive a 1% grade final grade increase (only one token can be used in this manner).
  • Collaborators' Pass: Students can use a token to turn any assignment into a collaborative project (each student involved must spend a token).

New Course Models | 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.

GEN AI & the Transformation of Higher Education

The futures we imagine impact the decisions we make today
  • Nearly all learning activities are or will be digitally mediated.
  • The integration of Generative AI into writing platforms (among other technologies) will shift the core practices we value and assess across higher education.
  • The human-technology collaboration at the core of Generative AI will necessitate an increasing orientation toward play (i.e., a willingness-to-play) as a basis for writing, creativity, and learning.

DGFF | Learning via Creative Engagement

Our approach to Generative AI in the Digital Gardener Faculty Fellows program begins by inviting (requiring?) faculty to work together to actually create something using generative text generator (like ChatGPT, Claude.ai, etc.) and an image generator (like Adobe Firefly/Adobe Express or Dall-e).

Policy vs. Practice

Then we move into more critical discussions around Generative AI. These usually end up focusing on critical tensions between policy vs. practice. To help explore these a bit more productively, I created a resource for an additional webinar on the topic (available below).