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    From Analogue to Digital the Journey to a New Literacy

    From Analogue to Digital the Journey to a New Literacy

    Dallas McPheeters

    ETC 647

    10/11/09

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    Abstract

    Digital literacy is defined as the understanding of the symbols used in digital media and their

    meanings. This paper outlines the three main foci required by educators who wish to teach digital

    literacy. A conclusion sums the issues with a call for new understandings of how this can be

    accomplished.

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    From Analogue to Digital the Journey to a New Literacy

    "We must prepare young people for living in a world of powerful images, words and sounds."

    UNESCO, 1982

    The fast paced growth of technology in our networked world today is forcing educators toadopt and adapt for 21st century skill development. However, the struggle to keep up with rapid

    changes is felt by schools and school districts who must provide access and training to all ages

    everywhere or face a digital divide caused by inequities. An approach focusing on technology

    literacy is the only sustainable way to avoid present and future technological divides (Amiel,

    2006, p235). Amiel claims digital literacy is the solution but what does digital literacy entail?

    What does it look like and how do we recognize its absence? How do we ensure its development

    and learning and how can we assess it equitably?

    Before we can define digital literacy we must agree on a definition of what literacy itself

    comprises because, arethinking of what it means to be literate in the 21st century is well underway (Sinitskaya, Owston, & Sanaoui, 2009, p3795). For this reason, Kevin Rocap (2003) asks,

    What do you think of when you think of literacy? That probably depends on who you are,

    where you find yourself on the hierarchies of social status and privilege, the cultural spheres you

    participate in and what you do day-to-day (p1). According to Rocap, literacy is

    multidimensional involving social, economic and political values within ones cultural context.

    Blisle (2002) defines literacy as a complex set of abilities to understand and use the dominant

    symbol systems of a culture (p1180). Such a definition takes into account the whole spectrum of

    cultures including those without written records such as Aboriginal. Therefore, Claire Blisles

    general definition of literacy will be used throughout this paper.

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    What is Digital Literacy?

    Digital literacy extends further, comprising multimedia literacy skills as a combination

    of computer literacy (understanding of hardware and software) and media literacy (ability to

    access, analyse, create and evaluate information through a variety of media (Blisle, 2002, p.

    1180). Its more than just using software or devices. It includes reading instructions from

    graphical interfaces (photo-visual literacy), utilizing digital reproduction in learning

    (reproduction literacy), constructing knowledge from non-linear navigation (lateral literacy), and

    evaluating information (information literacy) (Eshet, 2002, p493). Digital literacy involves

    more than the mere ability to use software or operate a digital device; it includes a large variety

    of complex cognitive, motor, sociological, and emotional skills, which users need in order to

    function effectively in digital environments (Eshet, 2004, p93). These definitive statements

    demonstrate the complexity of the issues encountered by educators when attempting to

    standardize teaching to produce digitally literate kids kids Trilling and Fadel (2009) label,

    info-savvy, media-fluent and tech-tuned (p61).

    The Issues

    The main reasons digital literacy is needed are threefold: information management,

    plagiarism, and security (Blisle, 2002; Eshet, 2002). Being digitally literate means being

    capable of managing the smog on the information superhighway (Rocap, 2003). Which

    information is reliable and valid and which sources should be relied upon? As students sift and

    sort through the mountains of information and aggregate the sights, sounds, and images for

    assignments, how should they attribute their findings? How can they avoid accusations of

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    plagiarism in the new mashup culture. Finally, how can users learn to be safe in the metaverse

    where predators and other dangers lurk? Each of these three issues is explained below.

    Information Management

    Huge amounts of information available on the Internet is a boon to education itself

    (Blisle, 2002; Rocap, 2003). Information once buried in libraries is readily available and

    searchable on the world wide web. However, the advantage of mass information can be a liability

    as well. How can students decipher what is pertinent, accurate, and reliable? The web offers

    knowledge that is under discussion, coming from varied sources and constantly being

    updated(Blisle, 2002, p1181). Is user generated content making the Internet a vast storehouseof amateuer knowledge? Either way, teachers are faced with the daunting task of educating

    students how to think critically about information and sources in order to capture real value from

    the Internets databank. Its not just about learning how to use search engines but mainly of how

    to evaluate the retrieved data and distinguish between its relevance and non-relevance (Eshet,

    2002, p493). Loveless, Taylor, and Millwood (2002) echos this need to equip students with a

    critical thinking capability.

    The term capability encompasses far more than ability with particular ICT techniques and

    implies an active, informed and critical approach to using technology appropriately and

    purposefully (p2378). Mining the Internets information-rich veins requires the competencies

    and skills of a critical thinker.

    Plagiarism

    Eshet (2002) labels todays students the copy and paste culture and warns us that this

    new interpretation of creativity can lead to rampant plagiarism (p495). Students need to be

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    taught what Eshet calls reproduction literacy. This is no more evident than in the hypermedia

    remixes found on YouTube. Rarely are attributions made or permissions sought by creators of

    remixed videos. If students are to become digitally literate, they must be taught how to credit

    sources and cite them accurately.

    Security

    Of major concern from all sides of the digital literacy debate is the issue of security.

    Digital literacy requires a special kind of mindset; a special kind of thinking (Eshet, 2002,

    p493). In another study, he further explains, Digital literacy ... includes a large vari- ety of

    complex cognitive, motor, sociological, and emotional skills, which users need in order to

    function effectively in digital environments (Eshet, 2004, p93). The socio-emotional literacy to

    which Eshet refers is important for security and identity issues when navigating the Internet.

    How web surfers interact on the Internet requires an understanding of the limitations inherent in

    a system where identities can be real or faked. Knowing these thresholds must be taught from a

    young age to ensure the safety of students entering the metaverse for whatever reason. The place

    connectivity offered by GPS along with the identity barriers offered by chat rooms must be

    issues dealt with in the classroom as well as at home. Security is a critical component of digital

    literacy in the 21st century.

    The Barriers

    Many barriers to the development of a digitally literate generation are spouted in the

    literature but can be summed up in one word: Competencies. Are the teachers themselves

    competent to instruct others in the use and understanding of digital media? Modern hypermedia

    presents a challenge (Eshet, 2004) for teachers to maintain the skills needed to instruct learners.

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    New software developments and platform creations are being introduced everyday. How can

    teachers stay informed? Furthermore, the hypermedia technology introduced computer users

    with new dimensions of thinking (Eshet, 2002). Historically, linear thinking has been the

    pedagogy du jour but hyper media is opening the doors to new ways of viewing data. Linear

    thinking restrictions are eliminated with the new technology. This poses a big challenge for

    pedagogical strategies to adapt to the new multi-dimensional learning platform.

    Another more subtle challenge in equipping teachers to instruct may be their own

    prejudices. Literacy can also be used to erect barriers, as was the case with discriminatory

    literacy testing requirements in the U.S. South. So called literacy laws were designed to bar

    African Americans from voting (Blisle, 2002). And discriminatory attitudes held by teachers

    today may prevent their disseminating needed digital literacy instruction to their students.

    For these reasons, therefore, making it (digital literacy) a competence of every ... teacher or

    trainer is a new challenge (Blisle, 2002). Traditional attitudes can impede future progress as

    has been demonstrated over and over again.

    A final barrier is the lack of standards to determine what constitutes digital creation. Theconstant improvement in the capabilities of computers and digital editing programs presents a

    growing challenge regarding the use of reproduction to create original, true, and creative work,

    both in art and in academia, and opens new horizons for discussion of originality and creativity

    in the era of reproduction (Eshet, 2004). Because teachers are uncertain what may be original

    and what may be a mashup of non-cited materials, a looming whole in the digital media

    stratosphere remains.

    Recommended Solutions

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    For clear competencies to be targeted thoroughly, clear standards for digital literacy must

    be established, covering the major sectors of information management, plagiarism, and security.

    Additional concentration on helping teachers develop needed skills is required of schools and

    districts. One example is confirmed by Sinitskaya, Owston, and Sanaouis study (2009)

    concluding that a major roadblock to utilizing game development for learning in a school

    context is the lack of expertise on the part of ... teachers who may not possess the complex skills

    required to design computer games. Specific developmental skills related to technological

    platforms need to be targeted in professional development curriculi.

    And of course, critical thinking goals need clearly defined, standards-based performance

    objectives since these competencies have been analysed as new analytical/critical thinking skills

    and production skills (Blisle, 2002). Blisle goes on to conclude, Identifying them is part of

    the solution, but the most difficult part is bringing them about, having them emerge in the

    educational situations (ibid).

    Conclusion

    This paper has outlined the complexity of the issues encountered by educators when

    attempting to standardize teaching to produce digitally literate kids. By citing the research, we

    have touched on various aspects of the impact of digital information on our society in general,

    and our education systems in particular (Eshet, 2002). Mainstream society agrees generally

    children are excited about using multimedia and are enthusiastic about using them in order to

    creatively express themselves and that Through the use of ... technologies, media literacy can

    easily and effectively be incorporated throughout the curriculum as children learn to become

    competent members of our increasingly complex world community (Robbins & Bedell, 2000).

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    Because students ... are much more likely to learn through listening and viewing, ...

    multimedia tools are becoming an integral part of the teaching and learning process (Robbins &

    Bedell, 2000). Accordingly, children do not present the principle obstacle on the journey to

    digital literacy. Rather, teachers must be trained in the use of modern graphic intefaces; the

    meaningof the new non-linear ways of thinking about our digital world; how to thinkcritically

    about the digital representations we encounter today; and the appropriate ways students should

    represent their learning digitally (Eshet, 2002).

    The old paradigms are insufficient to produce a proper view of the digital literacy

    challenge. New understandings are emerging from the research. New strategies should logically

    follow. This means that standards-based, critical thinking strategies must be developed and

    aligned with digital literacy objectives in order to generate a starting place for adequate

    professional development to begin. This paper calls for new understandings of how this can be

    accomplished.

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    Appendix A

    Figure 1

    Figure 1. Wordle image of paper text.

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    References

    Amiel, T. (2006). Mistaking Computers for Technology: Technology Literacy and the Digital

    Divide. AACE Journal. 14 (3), pp. 235-256. Chesapeake, VA: AACE.

    Blisle, C. (2002). Digital Literacy and Reflective Competencies. In G. Richards (Ed.),

    Proceedings of World Conference on E-Learning in Corporate, Government, Healthcare,

    and Higher Education 2002 (pp. 1179-1182). Chesapeake, VA: AACE.

    Eshet, Y. (2002). Digital literacy: A new terminology framework and its application to the design

    of meaningful technology-based learning environments. In P. Barker & S. Rebelsky

    (Eds.),Proceedings of World Conference on Educational Multimedia, Hypermedia and

    Telecommunications 2002 (pp. 493-498). Chesapeake, VA: AACE.

    Eshet, Y. (2004).Digital Literacy: A Conceptual Framework for Survival Skills in the Digital

    era. Journal of Educational Multimedia and Hypermedia. 13 (1), pp. 93-106. Norfolk,

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    Loveless, A., Taylor, T., & Millwood, R. (2001). CREATIVE USES OF DIGITAL

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    Robbins, J., & Bedell, J. (2000). Read, Write and Click: Using Digital Camera Technology in a

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    Rocap, K. (2003). Defining and Designing 21st Century Literacies. In C. Crawford et al. (Eds.),

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    Sinitskaya, R., Owston, R., & Sanaoui, R. (2009). Voulez-Vous Jouer? [Do you want to play?]:

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    3dbD15

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