keywords: Media production, media literacy, Universal Design for Learning (UDL), executive
functioning, Media Production Hive
the theoretical framework of Universal Design for Learning (Rose & Meyer, 2002), teaching the same material via various strategies that cumulatively address needs and learning types of each student in the classroom (p. 126). acknowledge all the various types of learners in his class, such as visual learners, auditory learners, write-read learners, and kinesthetic learners, following Gardner’s (1983) multiple intelligence theory.
various ways of receiving, processing, and expressing information by different learners
various ways students can chose to engage in the process of learning
(p. 127) multiple means of representation guarantees each learner processes information in the best way they can, but it also provides repetition of the topic in various ways to deepen understanding
Students need to organize recently acquired knowledge in a strategic way and communicate their understanding to the teacher. Rose and Meyer (2002) created a detailed pathway for teachers to apply UDL using assistive technology.
Media education practices involve demystifying media messages and learning to use
media wisely through activities of evaluation, composition, introspection, and civic engagement. the links between the instructional design of lessons for all students and
the critical analysis, expression, and reflection on media messages are gradually
explored (Dalton, 2017).
Dalton, E. M. (2017). Universal design for learning: Guiding principles to reduce
barriers to digital & media literacy competence. Journal of Media Literacy Education, 9(2).
p. 128 Media production is the process of composing a message via a single or various media platforms. Media production includes creating videos, podcasts, presentations, posters, drawings, and books. With the increasing use of digital devices and applications, students are engaged in various ways to convey their messages using multiple ways of expression and multiple types of representations.
digital and media literacy competencies (Hobbs, 2010)
p. 137 challenges
Group dynamics often reveal power struggles among team members (Friesem, 2014). The responsibility of the media educator, who is not a mediator by training, is to find the way to mitigate the tension caused by differences among group members (Friesem, 2010). In addition, students have the tendency to use media production as a transgressive practice (Moore, 2011; Grace & Tubin, 1998). Facilitating the process of production involves constant reflection on the classroom power relationship using critical and pragmatic lenses.
Grace, D., & Tobin, J. (1998). Butt jokes and mean-teacher parodies: Video production
in the elementary classroom. In D. Buckingham (Ed.), Teaching popular culture: Beyond radical pedagogy (pp. 42-62). London, UK: University College London Press.
The discourse about the implementations of UDL with digital technology has been broad and used for several research studies (Rose & Meyer, 2002).
Rose, D. H., & Meyer, A. (2002). Teaching every student in the digital age: Universal
design for learning. Alexandria, VA: Association for Supervision and Curriculum Development (ASCD).
Alexander zeroed in on the finding that library directors feel increasingly less valued by supervisors such as chief academic officers.
Not surprisingly, the survey illustrates a broad shift toward electronic resources, Wolff-Eisenberg noted, with an increasing number of libraries developing policies for de-accessioning print materials that are also available digitally.
library directors are increasingly recognizing that discovery does not always happen in the library. Compared to the 2013 survey results, fewer library directors believe that it is important that the library is seen by its users as the first place that they go to discover content, and fewer believe that the library is always the best place for researchers at their institution to start their research.
There is also a substantial gap between how faculty members and library directors perceive the library’s contribution in supporting student learning. Both tend to agree that students have poor research skills, Wolff-Eisenberg noted. The faculty members see it as more of a problem, but they are less likely than library directors to see librarians contributing to student learning by helping them to develop research skills
The positions for which respondents anticipate the most growth in the next five years are related to instructional design (my note: this is IMS), information literacy and specialized faculty research support involving digital humanities, geographical information systems (GIS) and data management.
shows that state and federal laws, as well as industry self-regulation, have failed to keep up with a growing education technology industry.
One-third of all K–12 students in the United States use school-issued devices running software and apps that collect far more information on kids than is necessary.
Resource-poor school districts can receive these tools at deeply discounted prices or for free, as tech companies seek a slice of the $8 billion ed tech industry. But there’s a real, devastating cost — the tracking, cataloging and exploitation of data about children as young as 5 years old.
Our report shows that the surveillance culture begins in grade school, which threatens to normalize the next generation to a digital world in which users hand over data without question in return for free services
EFF surveyed more than 1,000 stakeholders across the country, including students, parents, teachers and school administrators, and reviewed 152 ed tech privacy policies.
“Spying on Students” provides comprehensive recommendations for parents, teachers, school administrators and tech companies to improve the protection of student privacy. Asking the right questions, negotiating for contracts that limit or ban data collection, offering families the right to opt out, and making digital literacy and privacy part of the school curriculum are just a few of the 70-plus recommendations for protecting student privacy contained in the report.
Introduction (5-10 min)
Plamen: http://web.stcloudstate.edu/pmiltenoff/faculty/
students: interests and related information
Group assignment (5-10 min)
Effective communication strategies. List 3-5 and discuss the pros and cons (what makes them effective and are there any impediments, limitations)
Class discussion on effective communication strategies: based on the group work findings, how do you think digital storytelling may be [can it be] an effective communication tool
What is Storytelling? How does it differ from Digital Storytelling?
Rossiter & Garcia (2010) consider “digital stories are short vignettes that combine the art of telling stories with multimedia objects including images, audio, and video” (p. 37)
Is Digital Storytelling more then just storytelling on technology steroids?
What is Digital Storytelling (DS) for school leadership? A bibliographic research reveals a plenitude of research on DS in the classroom, for educators, but not much for educational leaders.
Guajardo, Oliver, Rodrigez, Valcez, Cantu, & Guajardo (2011) view digital storytelling for emerging educational leaders as “as a process for data creation, analysis, and synthesis.”
There is information for corporate leaders or community leaders and DS, but not much for ed leaders.
Let’s create our own understanding of digital storytelling for educational leaders.
Basic definitions, concepts and processes.
Learn about Web 1.0 versus Web 2.0; the Cloud; transliteracy and multiliteracy
Multimodal Literacy refers to meaning-making that occurs through the reading, viewing, understanding, responding to and producing and interacting with multimedia and digital texts. It may include oral and gestural modes of talking, listening and dramatising as well as writing, designing and producing such texts. The processing of modes, such as image, words, sound and movement within texts can occur simultaneously and is often cohesive and synchronous. Sometimes specific modes may dominate.
group work (15-20) min
split in groups of 3: an ed leader, a media specialist (or teacher with technology background) and a teacher (to represent a school committee on community relations)
you have 5 min to research (Internet, access to school resources) and 5-10 min to come up with a strategy for use of digital storytelling for expanding and improving community relationship
Base your strategy on existing examples.
E.g.:
Do the following electronic resources regarding this particular educational institution relay digital story: http://strideacademy.org/ https://www.facebook.com/StrideAcademy/ https://twitter.com/search?q=Stride%20Academy%20Charter%20School&src=tyah https://youtu.be/eekIUqMQ4v0
What do you like?
What would you do differently?
Digital Storytelling for building, expanding, improving community relations – final thoughts
**********************
literature:
Rossiter, M., & Garcia, P. A. (2010). Digital storytelling: A new player on the narrative field.
New Directions For Adult & Continuing Education, 2010(126), 37-48. http://login.libproxy.stcloudstate.edu/login?qurl=http%3a%2f%2fsearch.ebscohost.
com%2flogin.aspx%3fdirect%3dtrue%26db%3daph%26AN%3d51532202%26
site%3dehost-live%26scope%3dsite
Estimated Hours of Learning: 28 Certificate of Completion available upon request
Learning outcomes
After participating in this eCourse, you will:
Gain experience using some of the best apps available and understand how they enable learning
Learn how to evaluate and review mobile apps
Learn how tablets complement laptops, and how their capabilities are creating new learning opportunities
Learn how apps are being used by people with special needs, and where to find additional resources for learning more
Receive guidance for creating your own app guides, offering workshops, and advising colleagues
In this 5-week eCourse, you’ll learn about the most useful apps available on tablet and mobile devices and how they can be applied in your library to create the best learning experiences for your patrons and students.
Mobile apps are empowering for people of all ages and abilities. Contrary to the popular idea that apps are only useful for “consumption,” the best apps are being used effectively as tools to enable learning and knowledge creation. In this eCourse, Nicole Hennig will show you how to incorporate apps as learning tools at your library.
Readings about security, writing, mobile apps in academia
Your thoughts on the readings (discussion forum)
Optional app review assignment
Week 3 – Reference
The Apps
Dictionaries, encyclopedias
Unit converters, maps, languages
Specialized reference apps
Subscription databases & citations
Readings & Discussion
Readings about jailbreaking, platforms, & mobile web
Apple’s iOS Human Interface Guidelines
Your thoughts on the readings (discussion forum)
Optional app review assignment
Week 4 – Multimedia
The Apps
Art viewing
Art creation
Photography and photo editing
Music listening
Music creation
Video viewing and editing
Readings & Discussion
Readings about technology & children
Your thoughts on the readings (discussion forum)
Optional app review assignment
Week 5 – Accessibility & More
Accessibility features of mobile devices
Readings & Discussion
Readings about assistive technology
Your thoughts on the readings (discussion forum)
Idea generation assignment
Ideas for using apps in library programs & services
Apps that wow
How this eCourse Works
The eCourse begins on June 5, 2017. Your participation will require approximately five to six hours a week, at times that fit your schedule. All activities take place on the website, and you will be expected to:
Read, listen to or view online content
Post to online discussion boards
Complete weekly assignments or activities
Instructor Nicole Hennig will monitor discussion boards regularly during the five-week period, lead group discussions, and will also answer individual questions. All interaction will take place on the eCourse site, which will be available 24 hours a day, 7 days a week. It’s recommended that students log into the site on the first day of class or within a few days for an overview of the content and to begin the first lesson.
As social networking platforms proliferate and more interactions take place digitally, there are more opportunities for propagation of misinformation, copyright infringement, and privacy breaches.
Empathy as a critical quality for leaders was popularized in Daniel Goleman’s work about emotional intelligence. It is also a core component of Karol Wasylyshyn’s formula for achieving remarkable leadership. Elizabeth Borges, a women’s leadership program organizer and leadership consultant, recommends a particular practice, cognitive empathy.
What is library leadership? a library leader is defined as the individual who articulates a vision for the organization/task and is able to inspire support and action to achieve the vision. A manager, on the other hand, is the individual tasked with organizing and carrying out the day-to-day operational activities to achieve the vision.Work places are organized in hierarchical and in team structures. Managers are appointed to administer business units or organizations whereas leaders may emerge from all levels of the hierarchical structures. Within a volatile climate the need for strong leadership is essential.
Leaders are developed and educated within the working environment where they act and co-work with their partners and colleagues. Effective leadership complies with the mission and goals of the organization. Several assets distinguish qualitative leadership:
Mentoring. Motivation. Personal development and skills. Inspiration and collaboration. Engagement. Success and failure. Risk taking. Attributes of leaders.
Leaders require having creative minds in shaping strategies and solving problems. They are mentors for the staff, work hard and inspire them to do more with less and to start small and grow big. Staff need to be motivated to work at their optimum performance level. Leadership entails awareness of the responsibilities inherent to the roles of a leader. However, effective leadership requires the support of the upper management.
p. 36. Developments in Technology for Academic and Research Libraries
Digital strategies are not so much technologies as they are ways of using devices and software to enrich teaching, learning, research and information management, whether inside or outside the library. Effective Digital strategies can be used in both information and formal learning; what makes them interesting is that they transcended conventional ideas to create something that feels new, meaningful, and 21st century.
enabling technologies
this group of technologies is where substantive technological innovation begins to be visible.
Internet technologies.
learning technologies
social media technologies. could have been subsumed under the consumer technology category, but they have become so ever-present and so widely used in every part of society that they have been elevated to their own category. As well-established as social media is, it continues to evolve at a rapid pace, with new ideas, tools, and developments coming online constantly.
Visualization technologies. from simple infographics to complex forms of visual data analysis. What they have in common is that they tap the brain’s inherent ability to rapidly process visual information, identify patterns, and sense order in complex situations. These technologies are a growing cluster of tools and processes for mining large data sets, exploring dynamic processes, and generally making the complex simple.
p. 38 Big Data
Big data has significant implications for academic libraries in their roles as facilitators and supporters of the research process. big data use in the form of digital humanities research. Libraries are increasingly seeking to recruit for positions such as research data librarians, data curation specialists, or data visualization specialists
p. 40 Digital Scholarship Technologies
digital humanities scholars are leveraging new tools to aid in their work. ubiquity of new forms of communication including social media, text analysis software such as Umigon is helping researchers gauge public sentiment. The tool aggregates and classifies tweets as negative, positive, or neutral.
p. 42 Library Services Platforms
Diversity of format and materials, in turn, required new approaches to content collection and curation that were unavailable in the incumbent integrated library systems (ILS), which are primarily designed for print materials. LSP is different from ILS in numerous ways. Conceptually, LSPs are modeled on the idea of software as a service (SaaS),which entails delivering software applications over the internet.
p. 44 Online Identity.
incorporated the management of digital footprints into their programming and resources
simplify the idea of digital footprint as“data about the data” that people are searching or using online. As resident champions for advancing digital literacy,304 academic and research libraries are well-positioned to guide the process of understanding and crafting online identities.
Libraries are becoming integral players in helping students understand how to create and manage their online identities. website includes a social media skills portal that enables students to view their digital presence through the lens in which others see them, and then learn how they compare to their peers.
beacons are another iteration of the IoT that libraries have adopted; these small wireless devices transmit a small package of data continuously so that when devices come into proximity of the beacon’s transmission, functions are triggered based on a related application.340 Aruba Bluetooth low-energy beacons to link digital resources to physical locations, guiding patrons to these resources through their custom navigation app and augmenting the user experience with location-based information, tutorials, and videos.
students and their computer science professor have partnered with Bavaria’s State Library to develop a library app that triggers supplementary information about its art collection or other points of interest as users explore the space
Join the Blended Librarians Online Learning Community for the second webcast in a series of conversations with Blended Librarians. This session explores the role of Blended Librarians by discussing with our panel how they developed their skills, how they obtained their positions, what their work is like, what their challenges are and what they enjoy about being a Blended Librarian. This panel conversation takes place on Thursday, March 2, 2017 at 3 p.m. EST with our guests J. Lindsay O’Neill, Francesca Marineo, Kristin (Miller) Woodward, Julie Hartwell, and Amanda Clossen.
Panelists
Lindsay O’Neill is the Instructional Design Librarian at California State University, Fullerton’s Pollak Library, where she designs and develops tutorials related to information literacy and library research using Articulate Storyline, Adobe Captivate, and Camtasia. She is also a faculty member in CSUF’s Master of Science in Instructional Design and Technology program. Lindsay regularly consults on effective pedagogy, instructional design, educational technology, open licensing, and accessibility. Lindsay holds a Master in Education, specializing in Educational Technology/Instructional Design, as well as a Master of Library and Information Science.
Francesca Marineo is an instructional design librarian at Nevada State College. She received her MLIS from the University of California, Los Angeles, where she discovered her profound passion for information literacy instruction. Currently pursuing a Master in Educational Psychology, she focuses on improving teaching and learning in higher education through innovative pedagogy and data-driven design.
Kristin Woodward is Online Programs and Instructional Design Coordinator at UWM Libraries. In this role Kristin consults with faculty and teaching staff to build information competencies and library resources into the framework of online, hybrid and competency based courses. Kristin also serves as the campus lead for the student-funded Open Textbook and OER Project as well as the library team lead for Scholarly Communication.
Julie Hartwell is an Instructional Design Librarian at the University of Missouri-Kansas City’s Miller Nichols Library. She serves as liaison to the Sociology, Criminal Justice, and Instructional Design departments. She contributes to the creation of library learning objects and instruction for the library’s Research Essentials program. She is a content creator and instructional designer for the New Literacies Alliance, an inter-institutional information literacy consortium. Julie is a Quality Matters Peer Reviewer. She received her masters of library and information science from the University of Iowa.
Amanda Clossen has been working as the Learning Design Librarian at Penn State University Libraries for the past five years. In this position, she has worked on projects spanning the micro to macro aspects of learning design. She has created award-winning videos, overseen Penn State’s transition from an in-house guide product to LibGuides, and was deeply involved in integrating the Libraries in the new LMS, Canvas. Her research interests include accessibility, video usability, and concept based teaching.
continued practice, clear goals and immediate feedback
project-based learning, Minecraft and SimCity EDU
Gamification of learning versus learning with games
organizations to promote gaming and gamification in education (p. 6 http://scsu.mn/1F008Re)
the “chocolate-covered broccoli” problem
Discussion: why gaming and gamification is not accepted in a higher rate? what are the hurdles to enable greater faster acceptance? What do you think, you can do to accelerate this process?
Gaming in an academic library
why the academic library? sandbox for experimentation
the connection between digital literacy and gaming and gamificiation
Gilchrist and Zald’s model for instruction design through assessment
Discussion: based on the example (http://web.stcloudstate.edu/pmiltenoff/bi/), how do you see transforming academic library services to meet the demands of 21st century education?
Gaming, gamification and assessment (badges)
inability of current assessments to evaluate games as part of the learning process
“microcredentialing” through digital badges
Mozilla Open Badges and Badgestack
leaderboards
Discussion: How do you see a transition from the traditional assessment to a new and more flexible academic assessment?
New Literacies is relatively a new movement that appeared a couple of decades ago. Proponents of this movement include celebrated scholars in the calibre of James Paul Gee, Colin Lankshear, Gunther Kruss to mention but a few . These scholars study literacy from a sociolinguistic perspective arguing that culture and society take supremacy in any study of literacy.
industrial physical mindset and post industrial cyberspacial mindset.
Accordingly, ” the more a literacy practice privileges participation over publishing, distributed expertise over centralized expertise, collective intelligence over individual possessive intelligence, collaboration over individuated authorship, dispersion over scarcity, sharing over ownership, experimentation over normalization, innovation and evolution over stability and fixity…the more we should regard it as a new literacy.”
My note: an example of the generalization in red above: the calcitrated insistence of academic librarians to confine information in reference guides, where the librarians “locks” the information in h/er only ability to password access this information is an example of a “centralized expertise,” whereas a scoop.it curation is a distributed expertise. In the same fashion, the lecturing mode of the current SCSU information literacy is a 20th century methodology, which completely excludes the opportunity for collective intelligence and reaffirms the “individual possessive intelligence” of 40+ years old librarians, whose only idea of using social media is to mirror a Web 1.0 web page.
Researchers at the Stanford Graduate School of Education assessed middle, high school and college students on the their civic online reasoning skills, or “the ability to judge the credibility of information that floods young people’s smartphones, tablets and computers.”
The Stanford History Education Group recently released a report that analyzes 7,804 responses collected from students across 12 states and varying economic lines, including well-resourced, under-resourced and inner-city schools.
when it comes to evaluating information that flows on social media channels like Facebook and Twitter, students “are easily duped” and have trouble discerning advertisements from news articles.
Many people assume that today’s students – growing up as “digital natives” – are intuitively perceptive online. The Stanford researchers found the opposite to be true and urge teachers to create curricula focused on developing students’ civil reasoning skills. They plan to produce “a series of high-quality web videos to showcase the depth of the problem” that will “demonstrate the link between digital literacy and citizenship,” according to the report.
The report, “Evaluating Information: The Cornerstone of Civic Online Reasoning,” can be found here.