ETL533 Assessment 4: Part D – Critical Reflection

My understanding of digital literature has grown significantly over the last few months. From my early definitions to the creation of my own narrative, I’ve gained a solid understanding of what digital literature is, why it’s beneficial and how it can be implemented to support my school.

My preliminary definitions of digital literature focused on the distinction between the digital and the digitised (Lysaught, 2022, July 19; Lysaught, 2022, July 25). As my research progressed I consolidated these distinctions by combining Unsworth’s (2006, p.2-3) and Allan’s (2017, p.22-23) categories (Lysaught, 2022, August 7). Like my peers (Curtis, 2022, July 19), I believe digital literature should be quality and meet community needs, which led me to consider what makes quality digital literature (Lysaught, 2022, August 14) and to design my own evaluation criteria where I determined three key aspects: multimodality, interactivity, and connectivity (Lysaught, 2022, August 28). Self-evaluations and peer feedback reveals – despite the amateur multimodal features – mine’s an effective, quality text suitable for its intended purpose and audience:

Evaluation of The Shakespeare Chronicles

However, defining digital literature is arguably less important to teacher-librarians than understanding how to incorporate it effectively. Digital literature provides exciting opportunities to move students from passive consumers to active creators of content  (Morra, 2013, para.2; Kitson, 2017, p.66), and as new technologies and communication tools emerge, students require new literacies to ensure they’re critically consuming and ethically creating texts (Walker et al., 2010, p.214-216; Kearney, 2011, p.169; Leu, 2011, p.6-8; Mills & Levido, 2011, p.80-81, 89; Leu et al., 2015, p.139-140; Serafini et al., 2015, p.23; Combes, 2016, p.4). In 2009 students spent an average four hours a day online (Weigel, 2009, p.38); by 2015 US teens consumed between 6-9 hours of media a day (Common Sense Media, 2015, para.6), while Australian teens now spend an average of 14.4 hours a week online (eSafety Commissioner, 2021, p.4). Digital literature therefore harnesses our students’ preferences and familiarity with technological platforms (Figueiredo & Bidarra, 2015, p.323; Skaines, 2010, p.100-104; Stepanic, 2022, p.2; Weigel, 2009, P.38). Digital literature incorporating interactivity, multimodality, and connectivity can develop ‘nöogenic narratives’ wherein personal growth is achieved by viewing our lives as a story (Hall, 2012, p.97), a key element of the English syllabus (NSW Standards Authority, 2019, p.10). Research shows that educators can exploit digital narratives to create meaningful and authentic learning opportunities for students to create personal and academic growth (Bjørgen, 2010, p.171-172; Dockter et al., 2010, p.419; Hall, 2012, p.99; Reid, 2013, p.38-41; Smeda et al., 2014, p.19; Sukovic, 2014, p.222-226).

However, educators must carefully consider the purpose of integrating digital narratives into their programmes. While research reveals digital texts’ benefits supporting young, emerging, or struggling readers and developing transliteracy (Tackvic, 2012, p.428; Cahill & McGill-Franzen, 2013, p.32-33; Matthews, 2014, p.29; McGeehan et al., 2018, p.58), others raise issues regarding reading comprehension, retention, and attention (Cull, 2011, para.35-38; Goodwin, 2013, p.79; Jabr, 2013, p.5-30; McGuire, 2015, para.30-35). Technology should be used as a meaningful tool, not just as a gimmick. Monsen (2016) explored the idea that we are “quintessentially cyborgs” due to the symbiotic relationship between humanity and technology. My research into digital learning frameworks such as the SAMR model (Lysaught, 2022, August 6) revealed that effective implementation of technology should not replace, but co-exist with and supplement existing print literacies. Printed choose-your-own-adventure narratives arguably improve literacy (Chooseco & Hofmann, 2016, para. 8-9) and can be updated using digital features to form powerful digital texts (Farber, 2015, para.1-2). Thus, my own digital narrative was designed as an immersive, interactive, multimodal resource to develop students’ understanding of life in Shakespearean England while supplementing traditional print resources and online information sources.

Throughout ETL533 I have examined how I currently incorporate digital literature into our school and considered ways to increase this in future (Lysaught, 2022, July 31; Lysaught, 2022, August 7; Lysaught, 2022, August 13). As discussed with my peers (Macey, 2022, September 24; Barnett, 2022, September 27; Facey, 2022, September 29) difficulties arise surrounding cost-effectiveness, storage, access, and user preferences that often impede digital literature’s success in schools. Despite these challenges, after creating my own digital narrative I strongly believe that student-created digital texts can enhance their own learning and connections to content, and integrate well with Guided Inquiry units and literary learning (Lysaught, 2022, January 27; Lysaught, 2022, August 14; Lysaught, 2022, September 3; Lysaught, 2022, September 16). Peer feedback also supports this (Lysaught, 2022, September 3). Due to this unit I am more aware of my students’ discussions around digital literature (Lysaught, 2022, July 25; Lysaught, 2022, August 28), revealing these are powerful texts with which students are already engaging. Literature in digital environments allows teacher-librarians to show our value to our school community, as we can support time-poor staff as they include more captivating, rich resources and utilise digital narratives to support our students with various interests and literacy needs.

 

 

Word count: 806

Reference list: https://thinkspace.csu.edu.au/allyoureadislove/2022/10/04/etl533-assessment-4-reference-list/

ETL533 Assessment 4: Part A – Context For Digital Storytelling Project

The Shakespeare Chronicles is a digital choose-your-own-adventure narrative created using Canva. Also known as a pick-a-path story or a gamebook, these narratives were popular during the 1980s due to their interactivity and appearance of choice for children who otherwise lacked agency (Hendrix, 2011, para.29; Jamison, 2022, para.4). Falling out of favour due to the rise of video games in the 90s (Jamison, 2022, para.46), these printed narratives can be updated for new audiences and technologies in our electronic age by incorporating the digital features which once superseded them (Stuart, 2011, para.1-2; Figueiredo & Bidarra, 2015, p.330).

The Shakespeare Chronicles was designed to support EHS’s Year 7 English Guided Inquiry Design unit ‘Shakespeare’s Bawdy Mouth’. It can also be used to support revision for Stage 5 and 6 English students studying a variety of Shakespeare’s plays. In this narrative, students follow the adventures of an actor in Shakespeare’s theatre company. They are presented with choices to guide the narrative and learn about life in Shakespeare’s time. Utilising interactivity, multimodality, and connectivity – key elements of quality digital literature (Lysaught, 2022, August 28) – it supports students as they explore the following questions:

  1. How different or similar are our experiences to peoples’ experiences in Shakespeare’s time?
  2. Why is Shakespeare considered a significant composer?
  3. How can understanding Shakespeare’s works and the experiences of people living during his lifetime help us understand ourselves and our world?

Due to its historical focus, stage-appropriate language features and dual function as a research pathfinder, this resource allows teachers to meet multiple English and History outcomes, while the inclusion of ICT and the cause-and-effect nature of this interactive narrative allows staff to link to a number of General Capabilities:

This digital narrative taps into what Figueiredo and Bidarra (2015, p.324) call the ‘ludic’ or game-based learning model and draws on students’ predilections towards digital, interactive media (Figueiredo & Bidarra, 2015, p.323; Skaines, 2010, p.100-104; Stepanic, 2022, p.2; Weigel, 2009, P.38). Introduced in the Immerse inquiry stage as a resource to assist student engagement and build background knowledge (Kuhlthau  et al., 2012, p.61-66, 70; Maniotes, 2017, p.8), its secondary purpose as a research pathfinder supports students as they move into the Explore, Identify and Gather stages of Guided Inquiry (Kuhlthau  et al., 2012, p.75-82, 93-98, 109-116; Maniotes, 2017, p.8-9).

Currently the summative assessment for this unit requires students to produce three diary entries from the perspective of someone living during Shakespeare’s time, to be viewed and marked by a teacher. The Shakespeare Chronicles provides a model for students to create their own digital narrative, supporting their digital literacy and social development in interesting and relevant ways with an authentic audience of peers to promote engagement (Dockter et al., 2010, p.419-420; Weigel, 2009, p.40). Multimodal aspects build understanding of life during Shakespeare’s time, supporting students’ use of visual and auditory imagery in their own writing and moving students from consumers to creators of content – a key element of digital literature (Morra, 2013, para.2; Kitson, 2017, p.66).

In designing this resource, I considered the questions posed by Reid (2013, p.41) to ensure my community’s learning needs were being met. EHS is a comprehensive, co-educational public school in South-West Sydney. Enrolments increased 10% in the 2016-2020 period, though decreased in 2021 (Australian Curriculum, Assessment and Reporting Authority [ACARA], 2021a). New housing developments changing our catchment demographics lowered our ICSEA score from 1017 in 2014 to 995 in 2021 (ACARA, 2021a). NAPLAN results are below average (ACARA, 2021b) while Sentral data shows increasing disengagement, with suspensions increasing 96.6% and expulsions 600% since 2014 (Sentral, 2021).

This digital narrative engages students visually and emotionally with the experiences of past people, supporting a variety of literacy needs and growing student independence (Foley, 2012, p.8; Cahill & McGill-Franzen, 2013, p.33, 35-36; Chooseco & Hoffman, 2016, para.8-9; Towndrow & Kogut, 2020, p.4, 14, 147-148). Access to 1:1 devices is limited to shared, bookable banks of often unreliable laptops or iPads, so the resource is accessible on a variety of devices (including student phones) via an easily shared Canva link and can be uploaded to subject learning platforms and the library website for future reference and to support social connection. While our students frequently engage with digital media, they often lack the skills to effectively navigate web content or critically evaluate online information; hyperlinked resources provide students with quality information to use in their own research. Teaching time is limited, as are student attention spans; a short narrative counteracts this peripatetic “grasshopper mind” (Weigel, 2009, p.38), though multiple pathways invite replay and continued enjoyment. Choice encourages interactivity and engagement (Hendrix, 2011, para.19, 29), aiming to overcome disengagement and encourage students to make personal connections with the content (Weigel, 2009, p.40; Bjørgen, 2010, p. 171; Hall, 2012, p.99; Lambert, 2012, p.37-38; Towndrow & Kogut, 2020, p.148).

 

 

Word count: 798

Reference list: https://thinkspace.csu.edu.au/allyoureadislove/2022/10/04/etl533-assessment-4-reference-list/

ETL533 Assessment 4: Reference List

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