pedagogy

By Daniel Johanne…, 17 June, 2021
Publication Type
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Year
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97-113
Journal volume and issue
62.1
Record Status
Abstract (in English)

Digital platforms have become central to interaction and participation in contemporary societies. New forms of ‘platformized education’ are rapidly proliferating across education systems, bringing logics of datafication, automation, surveillance, and interoperability into digitally mediated pedagogies. This article presents a conceptual framework and an original analysis of Google Classroom as an infrastructure for pedagogy. Its aim is to establish how Google configures new forms of pedagogic participation according to platform logics, concentrating on the cross-platform interoperability made possible by application programming interfaces (APIs). The analysis focuses on three components of the Google Classroom infrastructure and its configuration of pedagogic dynamics: Google as platform proprietor, setting the ‘rules’ of participation; the API which permits third-party integrations and data interoperability, thereby introducing automation and surveillance into pedagogic practices; and the emergence of new ‘divisions of labour’, as the working practices of school system administrators, teachers and guardians are shaped by the integrated infrastructure, while automated AI processes undertake the ‘reverse pedagogy’ of learning insights from the extraction of digital data. The article concludes with critical legal and practical ramifications of platform operators such as Google participating in education.

DOI
10.1080/17508487.2020.1855597
By Daniel Johanne…, 16 June, 2021
Publication Type
Language
Year
Pages
164-195
Journal volume and issue
4.3
Record Status
Abstract (in English)

This paper examines the changing landscape of literacy teaching and learning, revisiting the case for a “pedagogy of multiliteracies” first put by the New London Group in 1996. It describes the dramatically changing social and technological contexts of communication and learning, develops a language with which to talk about representation and communication in educational contexts, and addresses the question of what constitutes appropriate literacy pedagogy for our times.

DOI
10.1080/15544800903076044
Description (in English)

This poster presentation discusses a forthcoming critical making project (part of The Digital Review's special issue on "Critical Making, Critical Design") at the intersections of electronic literature and asynchronous online pedagogy. In this research-creative project, I explore the role of “teacher” as creative maker, designer, and crafter of epistemological experiences. Building on the work of artist-scholar-teachers such as Lynda Barry (2014, 2019), Jody Shipka (2011), Kate Hanzalik (2021), and Hanzalik and Virgintino (2019), I investigate what it means to be a digital designer who cultivates aesthetic learning experiences for my students, with all the wonder, uncertainty, and risk this process entails. 

In the poster session lightning talk, I introduce the pedagogical webcomic (described below) and the theory and design practices behind it. I then compare the affordances and constraints for “instructor as maker” between two pedagogical platforms: a designer-controlled platform created via the “infinite canvas” (McCloud, 2009) of a website in HTML/CSS; and D2L Brightspace, the content management system used at my university. Overall, I ask audience members to consider how we can bring our work as makers and scholars of electronic literature to explore new horizons for engaging, experiential course delivery methods via online platforms. 

“Botanicals” is an interactive webcomic that reimagines an online platform for an asynchronous professional writing course informed by e-literary design. By breaking away from the temporal logics of a course content management system, a webcomic designed from scratch instead allows instructors to use the logics of the “infinite canvas” to craft spaces that foster exploration according to a student’s own pace, sequence, and learning goals. Inspired by interactive webcomics such as Emily Carroll’s “Margot’s Room” (2011) and “Grave of the Lizard Queen” (2013), “Botanicals: An Interactive Pedagogical Webcomic” is built from HTML/CSS with embedded hyperlinked illustrations and other media. Designed around the visual metaphors of a greenhouse and a garden path, the comic offers two interwoven “tracks.” One track addresses students “wandering through” the comic in pursuit of a pedagogical experience, and another track addresses scholarly readers and fellow designer-teachers with “framed reflections” on the pedagogical-aesthetic decisions informing the webcomic’s design process. 

This project emerges from my ongoing work as digital scholarship designer and independent comics creator, in an attempt to bring this critical-creative practice into closer conversation with my teaching practices. Recent global shifts to online learning have offered increased opportunities to design media for students in online environments, via a range of teaching modalities. Responding to these exigencies, I strive to create pedagogical webcomics that are beautiful, engaging, and aesthetically pleasing for their own sake, as works (like Barry’s Syllabus [2014] and Making Comics [2019]) at the intersections of “pedagogical delivery tool” and “aesthetic object.” These interactive comics facilitate pedagogical user experiences (Borgman and McArdle, 2019; Borgman and McArdle, 2021) that invite students into inventive exploration, that will help them design their own learning experiences, and that encourage instructor-designers to bring their critical making imaginations to bear upon teaching as a way of creating knowledge together with students through interactive design.

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By Milosz Waskiewicz, 27 May, 2021
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Abstract (in English)

In this panel moderated by Lai-Tze Fan, we examine Twine at ten, exploring the ongoing influence of this hypertext platform on pedagogy, play, and literature: 

What We Talk About When We Talk About Twine (Moulthrop) - Creating digital stories and games involves many cultural registers. Just as important is the unmapped, semi-formal culture that underlies communal, open-source software. In the case of Twine, this can involve distinctions among versions of the core software, associated scripting languages, and "story formats." Learning this buried lore can reveal a technologized "artworld," in Howard Becker's term, and raises questions of hierarchy, value, and the nature of creative work in what is essentially a gift economy – questions that may ultimately apply to any form of art. 

Twine at 10: Reflections on Pandemic Storytelling (Salter) - Hypertext and games platform Twine recently marked its ten year anniversary, complete with a celebratory game jam. Twine’s affordances as a web-driven, open source tool drive its renewed significance as a platform for rapid response storytelling, enabling users to build playful, poignant responses to the many challenges of 2020 as exemplified by Mark Sample’s 10 Lost Boys; Cait Kirby’s September 7, 2020; and Adi Robbertson’s You Have to Ban the President. 

Twine, The EpistoLab (Laiola) - A frustrating element of teaching with Twine is the platform’s limitations with real-time collaboration across devices. Before COVID, when the classroom could operate as a lab, this limitation could be solved by students gathering around a single machine. But when shared machinery and gathering becomes impossible, Twine offers another model--“the epistolab.” The epistolab follows an epistolary model of collaborative work, dispersing colLABoration across times and spaces, and prompting a reevaluation of the roles that simultaneity and liveness play in collaboratory, pedagogical work. 

Twine as Literature, Not Literacy, in the Program(ming) Era (Milligan) - In the 21st century digital humanities, “digital literacy” has seemingly become the humanistic endgame for how we conceptualize, rationalize, and advertise the skillsets we impart; In e-lit, Twine as well is often presented to students in these terms. As the potential shortcomings of literacy as sole pedagogical outcome, however, become increasingly clearer (for instance -- as we reckon with its limitations to prevent insurgency-through-misinformation in the US), I propose another way to teach Twine and its promise of digital storytelling differently: through a model, based on the creative writing workshop, that highlights the literature and literary possibilities of Twine. 

The panel will conclude with an open discussion of Twine’s future as a platform

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Description (in English)

“You and CO2” is an innovative, interdisciplinary project combining research and public engagement activities to encourage young people, aged 12-15, to engage with the global problem of climate change on a local scale and to commit to behaviour changes that will reduce their carbon footprints.

Through three workshops delivered in class, we educate the students about the role of carbon dioxide in climate change and the carbon dioxide emissions associated with everyday activities. The students read/play No World 4 Tomorrow, a custom-built interactive digital fiction on climate change, and then create their own interactive stories on the topic.

Through discussing and creating their own works of fiction, we encourage the students to explore their ideas about climate change and the role that individual citizens play in shaping the world’s climate. The purpose of the study is to evaluate the effectiveness of these workshops on young people’s engagement with climate change, and to assess whether their personal feelings about their own responsibilities for their carbon dioxide emissions change over the course of the workshops.

(description from Youandco2.org)

Multimedia
Remote video URL
By June Hovdenakk, 5 October, 2018
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All Rights reserved
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Abstract (in English)

In this paper, I share my experiences and some strategies developed while teaching my first E-lit course at a small urban liberal arts college. Mills College at that moment, had no campus digital curricular resource center for faculty or students and the English department’s approaches to digital humanities were, by necessity, hyper local and “small batch.” As the first E-lit course offered at Mills it was designed to be both an introduction to E-literature and criticism, and to literary critical practices and it was also to have a creative component that allowed students to develop their own born-digital projects. The course drew students from literature and creative writing majors and non literature majors and enrolled both graduates and undergraduates. It was an exuberant group who brought a tremendous range of skills to the table. Figuring out how to teach this cohort and this material was a creative-critical challenge of its own. E-lit as topic and medium invited me to think in new ways about my pedagogy. I had taught creative writing workshops (in poetry) and had some experience of the workshop model found in MFA programs -- though I felt it wasn’t a model that worked well. I had experience teaching literature and theory at both an advanced and beginning level and had found that often the best way to teach someone to write about literature was to have them try to write it first. For this course, I needed to come up with assignments and structures that helped students to develop as both literary critics and as creators of E-lit. Some of my students had deep technical backgrounds and skills; they could code and were familiar and comfortable with the technologies they might use to create E-lit projects. Others had almost no computer experience outside of facebook and email -- which meant that they needed help identifying technologies that they might use to build E-lit which they could learn to use within a short matter of time. Some of the students were fairly adept at academic writing/reading conventions or interpretive strategies, but most were not. Also, I was teaching in an institution that required a final “grade” and in a department that had specific learning goals in close-reading and thesis driven argument, and so I faced challenges regarding assessment. This presentation is designed to be helpful both to those who are thinking about how to design assignments in classes when teaching E-lit in spaces without structured institutional support and to teachers who want to think about pedagogical tools for E-lit, who might want to use or amend a couple of the assignments which I hope may be useful to others. I will share examples of student work for both of these assignments, and share what worked particularly well, and where I encountered challenges. I will end by asking a couple of questions about E-lit and pedagogy. I hope this presentation leads to a larger conversation about teaching practices for E-lit.

(Source: Author's Abstract)

Pull Quotes

Some of my students had deep technical backgrounds and skills; they could code and were familiar and comfortable with the technologies they might use to create E-lit projects. Others had almost no computer experience outside of facebook and email -- which meant that they needed help identifying technologies that they might use to build E-lit which they could learn to use within a short matter of time.

By Ana Castello, 2 October, 2018
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Abstract (in English)

We describe six common misconceptions about platform studies, a family of approaches to digital media focused on the underlying computer systems that support creative work. We respond to these and clarify the platform studies concept.

(Source: Authors' abstract)

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Abstract (in English)

Electronic literature is described as born digital literary work––that is, literature produced with and only experienced on a computing device. Exhibits at the MLA, the Library of Congress, UC Berkeley, and Rutgers-Camden, as well as MOOCs (“Electronic Literature”) that drew thousands of participants and courses (“Digital Humanities Electronic Literature,” Winona State U), and symposia (“Digital Cultures in the Age of Big Data,” Bowling Green State University) show a growing interest by digital humanists in Electronic Literature. This course, led by leading scholars and artists of the Electronic Literature Organization, offers DH scholars a formal, in-depth study that provides a good understanding of electronic literature’s antecedents and traditions, authors and works, theories and methodologies, scholarly approaches, and artistic practices. It combines seminar and workshop methodologies so that participants gain the background needed to critique and interpret and teach electronic literature with knowledge of its production. This offering is co-sponsored by the Electronic Literature Organization. This course combines lecture, seminar, and hands-on activities. Consider this offering to build on: Scholarscapes, Augmented Dissemination via Digital Methods. Consider this offering in complement with and / or to be built on by: Advanced Criticism and Authoring of Electronic Literature; Pragmatic Publishing Workflows; Text Mapping as Modelling; and more.

By Scott Rettberg, 3 May, 2018
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Public Domain
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Abstract (in English)

Alex Saum-Pascual presents and contextualizes contemporary Spanish-language electronic literature and reads from her digital poetry.

 

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By Filip Falk, 15 December, 2017
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Abstract (in English)

Paul Collins on collegiate content: syllabus, discussions, lectures, and all.

(Source: EBR)