ETL512 Assessment 2: Post 3 – Study Visit Reflection

Finally, write a 300-word reflection on the overall study visit experience and how it has contributed to your journey as an information professional

The ETL512 Study Visits to West Moreton Anglican College (WMAC), Lake Tuggeranong College (LTC), State Library Victoria’s Rare Book Collection (SLV), and Bundaberg Regional Libraries (BRL) have opened my eyes to the variety of work available to information professionals and revealed that the skills developed in one setting are transferable to a myriad of others. 

My virtual visits to WMAC and LTC were incredibly relevant to my chosen pathway as a high school teacher-librarian. They inspired me with wonderful ideas to incorporate into my future practice by connecting our work developing reading for pleasure and information with our promotions and role advocacy. WMAC’s idea of getting students and staff involved in the CBCA Shadow Judging by linking nominated texts to different KLAs was something I hadn’t previously encountered, and is a wonderful way of linking the library’s work with faculty curricula to promote literary learning. LTC’s staff provided several excellent ideas to build a reading culture by forming strong relationships with students and staff. All staff in each virtual visit emphasised the importance of knowing our users and building strong relationships, and it was inspiring to see practical suggestions for successful implementation which could help me build my library’s profile and promote the value of my resources and services to students, staff, and parents.

The SLV visit was to a setting I hadn’t previously considered, but Wee’s work in collection and exhibition curation sounds quite interesting as a possible future pathway if I decide to leave the education sector. His point about the usefulness of pedagogical knowledge in his library was heartening, as was his point regarding the transfer of skills to different positions. I’m now inspired to experiment with object and digital exhibitions in my own library. 

My visit to BRL paired beautifully with my upcoming workplace learning at a local council library and cemented this as a possible future pathway if I leave education. I was inspired by Harris’ emphasis on integrating new technologies into his programs and his passion for ensuring accessibility, diversity, and inclusivity for all users; as a result, I plan to create my own Gamers’ Club and investigate Virtual Reality for my library programs. This visit highlighted the value of creating strong partnerships between local and school libraries, and in future I aim to work closely with our local library network to ensure maximum benefits for my learning community.

ETL504 5.2 & 5.3: Servant Leadership

Scenario: You are in your third year as a teacher librarian in a school where you had to work actively to promote the value and services of the library. Classes come to the library either for relief from face-to-face teaching (primary) or supervision for research (secondary) without planned opportunities for collaborative or shared teaching. As you engage with ETL504 you have evaluated your current library role as that of a servant, rather than a servant leader. You seem to be reacting to the immediate needs and requirements of teachers and students in regard to providing resources, responding to immediate information and digital literacy needs, supporting recreational reading requirements and providing technology support.

Task: Through the lens of servant leadership, identify and share one proactive approach to lead a shift in expectations and responsibilities that will build the capacity of either teachers or students in recreational reading.

It’s scary how accurate the give scenario for this task is – it almost exactly matches my situation! I started in the library in 2021 and when I stepped into the position the big perception of the library’s role in our school was that it’s all about books and reading. Rather than dedicate my non-existent time to pick that fight and battle this misconception while in the depths of Covid disruptions and completing the Masters on top of my library responsibilities and English teaching role, I leaned into this perception to show my value to my school community.

Inspired in large part by the work I completed for ETL402 Literature Across the Curriculum, I decided to start an Action Research Project based around my implementation of a Wide Reading Program for Year 7, 2022. That year our school restructured the timetable and removed DEAR from roll call despite our declining NAPLAN and HSC results, so I aligned this project with our School Plan to give it legitimacy and worked with several English teachers since I was still teaching English classes and part of that faculty despite my relocation to the library. I started with 4 classes but due to staffing issues and constant interruptions only maintained consistent contact with 2 classes.

I sold this as a service to these teachers which would support their teaching units and develop student literacy while saving them time. The reformed English curriculum explicitly references reading for pleasure, so this is another angle I’ve used this year to promote the program and ensure unity between my work in the library and teachers’ work in their classrooms.

Word got around about this program and its benefits, and so this year it has expanded to include 5 Year 7 classes and 2 Year 8 classes, ensuring access to reading materials and positive modelling for 190 teenagers who often otherwise wouldn’t take the time to read for fun.

Knowing what I do now as a result of ETL504, if I could go back in time I would be far more proactive about advertising this program and raising its visibility in the early stages with my Senior Executive to showcase my proactive response to community needs and my leadership potential. I did include comments and data from my research in my Annual Reportwhich I shared with my Head Teachers and the Senior Executive, though it’s hard to say if they even read this document so perhaps other tactics are needed, such as personal invitations to attend lessons, social media marketing, and professional publication of the results. I plan to leverage the success of this program and the trust built with staff and students to build collaborative planning opportunities in future, especially around information fluency and inquiry learning, and thus to slowly but surely change the perception of what a library is all about.

ETL504 3.2 + 3.3: Applying Leadership Theory

Scenario:
Recreational borrowing is declining and students’ engagement with the fiction collection has decreased. The collection is currently shelved alphabetically. Genrefication of the fiction collection is being proposed as a strategy to address the issue.

Task:
A) Consider both internal (library) and external (school wide) factors in this element as a response to the change process

B) Identify one leadership style that will facilitate your chosen element to support the change process. Explain the leadership attributes that will be of most value.

 

External factors potentially leading to conflict over proposed genrefication could include:

  • Different or competing personal beliefs held by leaders and teachers regarding the role of the fiction collection
    • Possible solution: present summary of research into the benefits of fiction as a literary learning tool to support the curriculum; show connection between this research and the impacts that increased pleasure reading has on NAPLAN/HSC scores to align the project with the school’s Strategic Improvement Plan; show testimonials and data from other teacher-librarians or public librarians who have genrefied their collections to benefit their communities
  • Lack of communication opportunities
    • Possible solution: in addition to email communication which members of the leadership team can review in their own time, potentially schedule a meeting to present research and make a professional case for the genrefication of the fiction collection; briefly explain process and reasoning to whole staff at a meeting
  •  Limited available time and resources to genrefy the fiction collection (this is especially problematic given current staff shortages and workload issues!)
    • Possible solution: form a student library committee to a) increase student voice and ownership over the project and b) provide students with their own leadership opportunities (in my school, Student Voice is a key component of the Strategic Improvement Plan)

Internal factors which could potentially lead to conflict in this scenario are:

  • Lack of understanding about what genrefication is and how to undertake this process
    • Possible solution: undertake professional learning in this area, read professional articles (such as those in SCIS Connections), seek support from professional networks and other local libraries (both school and public libraries)

To implement a project such as this, I believe that a teacher-librarian would benefit from understanding both Transformational and Distributed leadership styles. We need to ensure that we have the support and buy-in of both official leaders and classroom teachers and can achieve this by providing them with the reasons why this project benefits them as individuals as well as the whole school community. Our colleagues would need to trust that we are capable of achieving this goal and so we would need to project our professionalism and base our plans in research and best-practice at all times. Leading this change by example is another way we can exhibit Transformational leadership. Empowering selected students to assist in the process of genrefication would also display elements of Distributed leadership.

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 3: Digital Storytelling Proposal

Working titles: Shakespeare’s Age and Stage OR The Shakespeare Chronicles OR Shakespeare Transformed

Topic: This digital storytelling project aims to help secondary students understand Shakespeare’s life and times through an interactive, multimodal choose-your-own-adventure digital narrative. 

Platform/tool: Canva

Rationale: 

This digital narrative is intended to support the EHS Stage 4 English unit Shakespeare’s Bawdy Mouth, where students explore Elizabethan England to gain an understanding of Shakespeare’s context and works. It could also be used as revision for Stage 5 or 6 English students studying a variety of Shakespearean plays. 

In this choose-your-own-adventure narrative, students will follow the adventures of a young actor in Shakespeare’s theatre company, The Lord Chamberlain’s Men, as they prepare for the opening night of Macbeth in 1606. Students will be presented with choices to guide the narrative and learn about Shakespeare’s life and times. It aims to utilise the three elements of quality digital literature I’ve previously identified – interactivity, multimodality, and connectivity – to support students’ developing understandings. 

Ideally, this resource will also function as a research pathfinder, as student’s choices will be supplemented by hyperlinks to external resources in order to support literary learning and develop their information literacy skills. Currently, students are assessed on their knowledge of this unit via their composition of three diary entries from the perspective of someone in Shakespeare’s time. Students could potentially use this narrative as a model for their own digital diary entries, thus updating the task for a digital environment and supporting student learning needs in the 21st century.

I initially investigated PowerPoint and Microsoft Sway for this task but chose to use Canva for a variety of reasons.  I enjoyed using Microsoft Sway but its inability to link between pages meant that it wasn’t viable for a hyperlinked choose-your-own-adventure narrative. I am proficient with PowerPoint and could utilise many of its features to construct a hyperlinked narrative, but felt that Canva was easier and more appealing for Stage 4 students due to its user-friendly interface, cloud storage, collaborative potential and its wide database of images and graphics. It is also free to access for NSW Department of Education students via their student portal. However, I am finding it difficult to inset audio to different slides since Canva is limited to one audio file per design. 

You can view the work in progress here.

ETL533 Assessment 2 Part B: Critical Reflection of Digital Literature Experiences

In the light of your readings and your experience of different digital literatures write a critical reflection which considers the following issues:
• What makes a good digital text, what counts as one, and what purpose do digital texts serve?
• Compare your experience of reading digital texts with reading print.
• Choose the digital text you most enjoyed and discuss how you might incorporate it into a program at your institution.

As my research into digital literature has progressed, my understandings have simultaneously narrowed and blurred regarding this nebulous topic. I have encountered numerous definitions, categories, and subcategories in my research, including the commonly repeated broad distinction between the digital and the digitised (Strickland, n.d., para. 3; Hayles, 2007, para.10; Bourchardon & Heckman, 2012, p.1; Heckman & O’Sullivan, 2018, para.4). 

Many attempts to define digital literature have focused on what it is not. For instance, electronic literature is not something that can be printed (Strickland, n.d., para.3; Sargeant, 2015, p.455; Wright, 2019, para.2), thereby excluding e-books which digitise existing print texts (Writerful Books, n.d., para.10) as ‘paper-under-glass’ texts (Allan, 2017, p.22) which, while popular with publishers, do not take advantage of many potential features offered by emerging digital platforms (McGeehan et al., 2018, p.62-63). However, excluding these texts from discussions about digital literature arguably ignores their popularity and potential as learning and engagement tools, especially in schools; after all, this unit is called ‘Literature in Digital Environments’ and not ‘Digital Literature’ for a reason, and it would be unwise to eliminate digitised texts from discussion altogether. I personally prefer to read digitised e-books due to the ability to increase font size and define unknown words, yet my favoured features were missing from many of the digital texts I’ve explored so far (Lysaught, 2022a).

Other definitions focus on common features of digital texts, such as their exploitation of digital characteristics (Bourchardon & Heckman, 2012, p.1), their inherent multimodality (Walker et al., 2010, p.219; Mills & Levido, 2011, p.80; Heckman & O’Sullivan, 2018, para.11) or the way they use interactivity and connectivity to position the audience in the process of either constructing meaning or constructing the text itself (Serafini, 2013, p.403; Walsh, 2013, p.181; Bell, 2016, p.295-296; Wall, 2016, p.35; Allan, 2017, p.23-24). These multidimensional features allow readers a different experience to that of reading a traditional unidimensional printed text, with some research suggesting that changes to reading speed and navigation in digital environments can affect comprehension and memory (Jabr, 2013, para.10, 20). Lending data and anecdotal discussions in my school suggest printed texts have maintained their top position as preferred reading materials amongst both staff and students, though this may have more to do with digital poverty, lack of exposure and competing distractions on devices than the potential offered by digital texts.

Another useful categorical framework I used to structured my reviews resulted from my early combination (Lysaught, 2022b, para.2-3) of Allan (2017, p.22-23) and Unsworth’s (2006, p.2-3) distinctions between recontextualised or digitised literary texts, enhanced app or electronically augmented texts, and ‘born digital’ texts. However, my increased exposure to digital literature revealed that often digital narratives defy simplistics attempts at categorisation, with all three reviewed texts blurring boundaries depending on whose definition one applied (Lysaught, 2022c, 2022d, 2022e).

Inspired by my reviewed texts, I decided to play with the multimodal potential offered by this blog to create a word-cloud of my notes so far. Several key ideas emerge, including: a focus on the relationship between readers, authors, teachers and the act of reading; the relationship between technology and meaning-making processes; and new literacies focused on mixed media and formats such as digital devices and internet platforms.

As a result of this research, I conclude that quality digital literature involves the interplay of three core elements: multimodality, interactivity, and connectivity (whether to the world or content of the text and/or to other users and platforms). Early attempts to construct an evaluative criteria (Lysaught, 2022f) have solidified into the criteria below:

😍 = yes, love it!

🤔 = hmm … somewhat?

👎 = not really/not evident

Arguably, defining digital literature is less important in school contexts than how it can be used to support the needs, interests and abilities of the school community. I discussed in each review how these texts could effectively support teaching and learning in my school community (Lysaught, 2022c, 2022d, 2022e). Early in my journey I posited that teacher-librarians could be invaluable in aligning new pedagogies with innovative digital narratives to support time-poor staff (Lysaught, 2022g, 2022b). Anecdotal evidence suggests that digital literature is a powerful tool for engaging students as readers (Lysaught, 2022h). Moving forward, I am interested in harnessing digital literature and its associated social networking to motivate reluctant students (Lysaught, 2022a) as part of my Year 7 Wide Reading Program.

 

 

747 words.

Reference list:

Allan, C. (2017). Digital fiction: ‘Unruly object’ or literary artefact? English in Australia, 52(2), 21-27.

Bell, A. (2016). Interactional metalepsis and unnatural narratology. Narrative, 24(3), 294-310.

Bourchardon, S., & Heckman, D. (2012). Digital manipulability and digital literature. Electronic Book Review.

Hayles, K. (2007). Electronic literature: What is it? https://www.eliterature.org/pad/elp.html

Heckman, D., O’Sullivan, J. (2018). Electronic literature: contexts and poetics. Literary Studies in the Digital Age: An Evolving Anthology.

Jabr, F. (2013, April 11). The reading brain in the digital age: The science of paper versus screens. Scientific American.

Lysaught, D. (2022a, August 13). ETL533 3.2 Exploring digital forms. All you read is love. https://thinkspace.csu.edu.au/allyoureadislove/2022/08/13/etl533-3-2-exploring-digital-forms/

Lysaught, D. (2022b, August 7). ETL533 2.3: Challenges of using digital literature in the classroom. All you read is love. https://thinkspace.csu.edu.au/allyoureadislove/2022/08/07/etl533-2-3-challenges-of-using-digital-literature-in-the-classroom/

Lysaught, D. (2022c, August 28). ETL533 Assessment 2 Part A: Review 1 – Over the Top by The Canadian War Museum (n.d.). All you read is love. https://thinkspace.csu.edu.au/allyoureadislove/2022/08/28/etl533-assessment-2-part-a-review-1-over-the-top-by-the-canadian-war-museum-n-d/

Lysaught, D. (2022d, August 28). ETL533 Assessment 2 Part A: Review 2 – iPoe by iClassics Collection (2012-2015). All you read is love. https://thinkspace.csu.edu.au/allyoureadislove/2022/08/28/etl533-assessment-2-part-a-review-2-ipoe-by-iclassics-collection-2012-2015/

Lysaught, D. (2022e, August 28). ETL533 Assessment 2 Part A: Review 3 – Dracula Daily by Matt Kirkland (2021). All you read is love. https://thinkspace.csu.edu.au/allyoureadislove/2022/08/28/etl533-assessment-2-part-a-review-3-dracula-daily-by-matt-kirkland-2021/

Lysaught, D. (2022f, August 14). ETL533 Evaluating digital literature: Deeper considerations. All you read is love. https://thinkspace.csu.edu.au/allyoureadislove/2022/08/14/etl533-evaluating-digital-literature-deeper-considerations/

Lysaught, D. (2022g, July 19). ETL533 Evaluating digitally reproduced stories. All you read is love. https://thinkspace.csu.edu.au/allyoureadislove/2022/07/19/etl533-1-2-evaluating-digitally-reproduced-stories/

Lysaught, D. (2022h, July 25). ETL533 Assessment 1: Online reflective journal blog task. All you read is love. https://thinkspace.csu.edu.au/allyoureadislove/2022/07/25/etl533-assessment-1-online-reflective-journal-blog-task/

McGeehan, C., Chambers, S., & Nowakowski, J. (2018). Just because it’s digital, doesn’t mean it’s good: Evaluating digital picture books. Journal of Digital Learning in Teacher Education, 34(2), 58-70. https://doi.org/10.1080/21532974.2017.1399488

Mills, K.A., & Levido, A. (2011). iPed: pedagogy for digital text production. The Reading Teacher, 65(1), 80-91.

Sargeant, B. (2015). What is an ebook? What is a book app? And why should we care? An analysis of contemporary digital picture books. Children’s Literature in Education, 46(4), 454-466.

Serafini, F., Kachorsky, D. & Aguilera, E. (2015). Picture books 2.0: Transmedial features across narrative platforms. Journal of Children’s Literature, 41(2), 16-24.

Strickland, S. (n.d.). Born digital. Poetry Foundation. https://www.poetryfoundation.org/articles/69224/born-digital

Unsworth, L. (2006). E-literature for children: Enhancing digital literacy learning. Routledge.

Walker, S., Jameson, J., & Ryan, M. (2010). Skills and strategies for e-learning in a participatory culture (Ch. 15). In R. Sharpe, H. Beetham, & S. Freitas (Eds.), Rethinking learning for a digital age: How learners are shaping their own experiences (pp. 212-224). New York, NY: Routledge

Wall, J. (2016). Children’s literature in the digital world: how does multimodality support affective, aesthetic and critical response to narrative? by Alyson Simpson and Maureen Walsh. An extended abstract by June Wall. SCAN 35(3), 34-36.

Walsh, M. (2013). Literature in a digital environment (Ch. 13). In L. McDonald (Ed.), A literature companion for teachers. Marrickville, NSW: Primary English Teaching Association Australia (PETAA).

Wright, D. T. H. (2019, July 10). From Twitterbots to VR: 10 of the best examples of digital literature. The Conversation. https://theconversation.com/from-twitterbots-to-vr-10-of-the-best-examples-of-digital-literature-110099

Writerful Books (n.d.). New $10,000 digital literature award. https://writerfulbooks.com/digital-literature-award/

ETL533 Assessment 2 Part A: Review 3 – Dracula Daily by Matt Kirkland (2021).

Dracula Daily (Kirkland, 2021) is an excellent example of a recontextualised or digitised literary text (Lysaught, 2022a). Kirkland has updated Stoker’s original 1897 Dracula for modern readers by recontextualising it as a narrative delivered episodically via a free email subscription. Dracula Daily conforms to many definitions of digitised works (Strickland, n.d.; Hayles, 2007, para.10; Bourchardon & Heckman, 2012, p1; Heckman & O’Sullivan, 2018, para.4), since Stoker’s original was conceived for the print medium. It might also be designated as a ‘paper-under-glass’ text (Allan, 2017, p.22). However, Kirkland’s recontextualisation cleverly utilises many features of the digital environment to enhance readers’ understanding, which is a key consideration when evaluating digital literature (Lysaught, 2022b) and not unique to ‘born digital’ texts.

Firstly, the novel’s content is largely unchanged, but Kirkland enhances the original’s epistolary form by delivering the narrative gradually to subscribers’ inboxes on the date each event occurred (Kirkland, 2022, para.1), helping readers build a sense of time. In the original, it feels like the characters speed through the plot. Dracula Daily is delivered in instalments from May to November, allowing readers to gain a sense of just how much time passes. This also builds on the original’s suspense – a key element of the Gothic genre, since readers must await the next instalment instead of reading ahead. Although this chronological delivery loses some of the original’s dramatic irony, footnotes in misordered entries remind readers of key plot points while the reader’s anticipation of the next portion emulates the characters’ anticipation as they put together the clues about Dracula. While not technically an interactive feature – an element important to digital literature (Lysaught, 2022b) – this digitised recontextualisation allows readers to form a closer vicarious connection to the characters and events than the original. 

Secondly, innovative use of email technology evokes the optimistic modernity present in Stoker’s novel. One of the key tensions in the original is the dichotomy between the modern and the traditional. By updating Stoker’s printed text to a digital environment, Kirkland has recaptured the sense of technological innovation that Mina, Jonathan and the others champion through their use of now-outdated communicative developments such as short-hand, phonographs, typewriters, and telegraphs.

Finally, Kirkland’s daily delivery and recontextualisation of Dracula in a digital format allows the expansion of the novel into other adjacent digital spaces. Towndrow and Kogut (2020, p.14, 148) argue that “digital storytelling is fundamentally an active social process” while Leu et al. (2011, p.6-8) posit that collaborative, social practices are one key difference between online and offline reading experiences. Likewise, Valenza and Stephens (2012, p.75-77) assert the relationship between author, reader, and text is evolving alongside the reading experience due to the rise of socially connected digital communities; Skaines agrees (2010, p.96, 102). Dracula Daily is popular on social media sites such as Twitter and Tumblr, with discussions expanding into new digital spaces and offering readers opportunities to connect with the text and other readers in ways Stoker could never have imagined. Stepanic (2022, p.2) notes Dracula Daily’s social media popularity taps into modern snark and meme culture. In an age of on-demand entertainment consumption, Dracula Daily harkens back to the days of ‘appointment viewing’ and allows for a flourishing “ecosystem” (Stepanic, 2022, p.2) of online content to develop, further enhancing readers’ engagement and interaction with the text in new contexts. It also democratises Stoker’s classic text, opening it up for interpretation and engagement with new audiences on new platforms.

Discussions about Dracula Daily on Twitter reveals that digital texts can move into adjacent digital spaces to enhance reader connectivity.

Likewise, Dracula Daily’s popularity on Tumblr democratises the original novel in digital spaces and keeps it relevant for modern audiences.

Dracula Daily reveals the potential for digital texts to move into adjacent online spaces and foster connection between readers and other texts, as seen through this meme.

However, this expansion into adjacent online spaces raises further questions around how we define and categorise digital texts. While I categorise Dracula Daily as a recontextualised or digitised literary text due to Kirkland’s transformation of the printed original to a digital environment, Kitson defines electronically augmented texts as ones where online resources expand opportunities for commentary, interpretation, and engagement  (2017, p.59). Dracula Daily could arguably be an electronically augmented text, highlighting the difficulty around defining nebulous digital literature. 

This text is certainly not without criticism. The email format and associated substack archive of past episodes is difficult to navigate, lacking the ability to move easily between posts. Kirkland’s digital reworking of Stoker’s original removes many peritextual elements which enhanced verisimilitude, such as the note explaining that all documents were truthful reflections of actual events. However, new peritextual features are added; each episode features funny captions which encourage the cynical, irreverent tone of the aforementioned online discussions and maintain the narrative’s relevance for modern audiences. 

The substack archive with its snarky, humorous subheading summaries of each episode’s content taps into modern attitudes towards reading.

Dracula Daily could potentially use more features offered by its new digital format, such as interactive maps, images, and sounds which could further enhance readers’ engagement and understanding. However, anecdotal discussions with students in my Year 11 English Extension class reveal it’s an engaging way to explore the original; recently I’ve enjoyed having my students run up excitedly to discuss the latest instalment. Dracula Daily could be a meaningful resource to study alongside Stoker’s Dracula, and can inspire similar recontextualisations with other texts as a learning activity to explore how we value literature and how responses to texts change over time.

 

 

814 words.

Reference list:

Allan, C. (2017). Digital fiction: ‘Unruly object’ or literary artefact? English in Australia, 52(2), 21-27.

Bourchardon, S., & Heckman, D. (2012). Digital manipulability and digital literature. Electronic Book Review.

Hayles, K. (2007). Electronic literature: What is it? https://www.eliterature.org/pad/elp.html

Heckman, D., O’Sullivan, J. (2018). Electronic literature: contexts and poetics. Literary Studies in the Digital Age: An Evolving Anthology.

Kirkland, M. (2021). Archive. Dracula Daily. https://draculadaily.substack.com/archive

Kirkland, M. (2022). About. Dracula Daily. https://draculadaily.substack.com/about

Kitson, L. (2017). Exploring opportunities for literary literacy with e-literature: To infinity and beyond. Australian Literacy Educators’ Association. Literacy Learning, 23(2), 58-68.

Leu, D. J. et al (2011). The new literacies of online reading comprehension: Expanding the literacy and learning curriculum. Journal of Adolescent & Adult Literacy, 55(1), 5-14.

Lysaught, D. (2022a, August 7). ETL533 2.3: Challenges of using digital literature in the classroom. All You Read Is Love. https://thinkspace.csu.edu.au/allyoureadislove/2022/08/07/etl533-2-3-challenges-of-using-digital-literature-in-the-classroom/

Lysaught, D. (2022b, August 14). ETL533 Evaluating digital literature: Deeper considerations. All You Read Is Love. https://thinkspace.csu.edu.au/allyoureadislove/2022/08/14/etl533-evaluating-digital-literature-deeper-considerations/

Skaines, R. L. (2010). The shifting author-reader dynamic: online novel communities as a bridge from print to digital literature. Convergence: The International Journal of Research into New Media Technologies, 16(1), 95–111.

Stepanic, S. (2022, May 20). ‘Dracula Daily’ reanimates the classic vampire novel for the age of memes and snark. The Conversation.

Strickland, S. (n.d.). Born digital. Poetry Foundation. https://www.poetryfoundation.org/articles/69224/born-digital

Towndrow, P. A., & Kogut, G. (2020). Digital storytelling for educative purposes: providing an evidence-base for classroom practice. Studies in Singapore Education: Research Innovation & Practice 1. Singapore: Springer.

Valenza, J. K., & Stephens, W. (2012). Reading remixed. Educational Leadership, 69(6), 75-78.

ETL533 Assessment 2 Part A: Review 2 – iPoe by iClassics Collection (2012-2015).

iPoe by iClassics Collection is a wonderful example of the second category of digital text defined by both Unsworth and Allan (Lysaught, 2022): an enhanced app or electronically augmented text. 

Published across three volumes between 2012-2015 for Apple and Android devices, iPoe is a creative augmentation of several Edgar Allan Poe texts alongside contextual information and details about the app designing process. Each volume recontextualises Poe’s original texts alongside interactive illustrations, music, and sound effects which effectively utilise the multimodal and interactive potential of digital environments to enhance the reader’s experience and understanding. This resource would suit our Year 8 unit on suspenseful stories, therefore I’ll focus on two texts relevant to this unit: The Tell-Tale Heart (vol.1) and The Raven (vol.2).

Unsworth defines electronically augmented literary texts as those which take traditionally published print texts and augment them with digital resources to “enhance and extend” the original (2006, p.2). This can be through the addition of digital features such as interactivity and multimodality (Walsh, 2013, p.187) or supplementary digital resources designed to extend commentary, discussion, and interpretation of the text (Kitson, 2017, p.59). Arguably, iPoe features both. Allan (2017, p.22) defines narrative apps as digital, interactive remediations of print narratives – a category into which iPoe seems to fit nicely. However, as with my other reviews (Lysaught, 2022), looking at iPoe from different angles raises questions regarding definition and categorisation of digital texts. Much like the paradoxical ‘ship of Theseus’, I wonder how much has to be changed before it is considered a new, ‘born digital’ text in its own right, since the combination of iPoe’s multimodal and supplementary features greatly enhanced my experience of Poe’s stories, especially through the app’s original artwork and soundtrack. Furthermore, iPoe could fit Unsworth’s sub-category of a linear e-narrative digitally originating text (2006, p.3-4), since it presents an illustrated traditional, linear narrative on screen. Clearly defining digital literature is not so clear!

The interactive multimodal features of iPoe are testament to the transformative potential of literature in digital environments. The iClassics website claims 85 minutes of original soundtrack by Teo Grimalt and Miquel Tejada, 185 sound effects and 95 original interactive illustrations by David G. Forés (iClassics Productions, 2018a, 2018b, 2018c) – reflecting that ‘authorship’ in digital contexts is often shared (Bowler et al., 2012, p.43). 

In The Raven, readers can touch the titular bird to hear it croak ‘Nevermore’, while their understanding of Gothic metonymy and atmosphere is enhanced through other sound effects such the knocking on the door, the fire’s crackling, the hinges creaking, and the wind’s howling. In one dramatic moment, touching the raven led to a shift in camera focus to the ponderous protagonist, while in another readers are invited to touch Lenore’s portrait; the subsequent cracking glass emphasised the protagonist’s fracturing mental state. Likewise, the penultimate image of the protagonist wavering alongside Lenore’s ephemeral ghost was a brilliant representation of grief.

Readers are invited to touch the characters, resulting in a perspective shift.

The ‘camera’ focus shifts to the ponderous protagonist.

Readers are invited to touch the photograph, with the ensuing cracking of the glass acting as an effective visual symbol of the protagonist’s fracturing state of mind.

The protagonist beseeches the reader, inviting their interaction…

… only to be reminded that he is forever haunted by Lenore’s ephemeral ghost.

These multimodal features similarly enhanced my experience reading The Tell-Tale Heart. The old man’s eye shifted into a vulture’s, supplementing the written text with the visuals. The interactive image of the old man, shivering under the reader’s watchful gaze, accentuated his fragility and aligned the reader with the protagonist’s perspective, as did the dark page where text could only be partially illuminated by moving the reader’s finger. The masterful soundtrack underscored the climactic moment of murder through its overwhelming crescendo and fading heartbeat. I experienced genuine discomfort as I watched a dolly zoom of the protagonist murdering the old man before literally turning his gaze to me. The protagonist’s increasing paranoia was stressed with visuals and associated sound effects, particularly when I was invited to touch a close-up of his panicked eyes. His final admission of guilt was brought to life through these multimodal elements – when readers touch the still-beating heart, bloody fingerprints appear on the page.

In this point of view shot, readers assume the position of the insane protagonist as he silently watches the fearful old man.

Readers are encouraged to run their finger over the screen, illuminating the text like the protagonist’s lamp illuminates the room.

The reader’s finger falls upon the old man’s ‘vulture’ eye – much like the protagonist’s lamp, emphasising the horror.

The reader watches as the protagonist murders the struggling old man …

… only to have the protagonist’s murderous gaze fall upon the reader!

Bloody fingerprints follow the protagonist’s confession.

Interactive, multimodal elements are supported by mobile features such as gyro-perspective, flash, and vibration ((iClassics Productions, 2018a, 2018b, 2018c), though I didn’t notice these to any great extent. Also, while some multimodal elements greatly enhanced my reading experience, others were distracting, such as the initial photo and the dismembered corpse in The Tell-Tale Heart. However, the contextual information amplified my understanding of Poe’s life, times, and works (James & Kock, 2013), p.108). 

However, logistical issues around cost, access, and other required technology should also be considered when evaluating digital texts for school libraries (Lysaught, 2022a). The app bundle cost $8.99 on the Apple Store, expensive to replicate on 1:1 devices. Aural elements required additional headphones and were fiddly, while constant review pop-ups interrupted immersion. Also, I couldn’t adjust the font size or define unknown words –  favoured features of digitised texts. Overall, I greatly enjoyed iPoe since it effectively utilised the multimodal and interactive potential of the digital format to enhance my understanding and engagement, especially compared with other gimmicky narrative apps such as Alice for the iPad (Lysaught, 2022b).

 

 

821 words.

Reference list:

Allan, C. (2017). Digital fiction: ‘Unruly object’ or literary artefact? English in Australia, 52(2), 21-27.

Bowler, L., Morris, R., Cheng, I-L., Al-Issa, R., Romine, B., & Leiberling, L. (2012). Multimodal stories: LIS students explore reading, literacy, and library service through the lens of “The 39 Clues”. Journal of Education for Library and Information Science, 53(1), 32-48.

iClassics Productions (2018a). Deliciously dark, devilishly fun. http://iclassicscollection.com/en/project/ipoe1/

iClassics Productions (2018b). Ravings of love & death. http://iclassicscollection.com/en/project/ipoe2/

iClassics Productions (2018c). The master of macabre returns. http://iclassicscollection.com/en/project/ipoe3/

James, R. & de Kock, L. (2013). The digital David and the Gutenberg Goliath: The rise of the enhanced e-book. English Academy Review: Southern African Journal of English Studies, 30(1), 107-123.

Kitson, L. (2017). Exploring opportunities for literary literacy with e-literature: To infinity and beyond. Australian Literacy Educators’ Association. Literacy Learning, 23(2), 58-68.

Lysaught, D. (2022a, August 14). ETL533 Evaluating Digital Literature: Deeper Considerations. All you read is love. https://thinkspace.csu.edu.au/allyoureadislove/2022/08/14/etl533-evaluating-digital-literature-deeper-considerations/

Lysaught, D. (2022b, August 13). ETL533 3.2: Exploring Digital Forms. All you read is love. https://thinkspace.csu.edu.au/allyoureadislove/2022/08/13/etl533-3-2-exploring-digital-forms/

Unsworth, L. (2006). E-literature for children: Enhancing digital literacy learning. Routledge.

Walsh, M. (2013). Literature in a digital environment (Ch. 13). In L. McDonald (Ed.), A literature companion for teachers. Marrickville, NSW: Primary English Teaching Association Australia (PETAA).

ETL533 Assessment 2 Part A: Review 1 – Over the Top by The Canadian War Museum (n.d.)

Unsworth’s (2006, p.2-3) and Allan’s (2017, p.22-23) three main categories of digital texts provided me with a structural framework for this assessment. As such, each review will focus on one format of digital literature:

  1. A recontextualised or digitised literary text
  2. An enhanced app or electronically augmented text
  3. A ‘born digital’ text.

Over The Top by the Canadian War Museum is a fine example of the third category. This digitally originating narrative updates the choose-your-own-adventure format, allowing readers to electronically explore life in World War I trenches. Multimodal moving visuals and sound effects support readers’ understanding of the 1916 Battle of the Somme, as do interactive choices leading to a variety of possible outcomes and emphasising the difficult decisions faced by soldiers. Based on eyewitness historical accounts, Over The Top successfully utilises digital features to teach students about conditions in WWI while simultaneously developing their empathy and literacy skills. 

‘Born digital’ texts are created for and on digital devices and mix different systems and media to make meaning for their audience (Di Rosario, n.d., 1:10-1:59; Hayles, 2007, para.10; Kitson, 2017, p.59): “if it could possibly be printed out, it isn’t e-lit” (Strickland, n.d., para.3). Over The Top is a browser-based interactive narrative which cannot be printed, thus fitting the definition of a ‘born digital’ text. Unsworth further subdivides digitally originating texts (2006, p.3-4), and Over The Top’s features potentially fall into his hypermedia narrative sub-category due to its combination of hyperlinks, text, and images. However, its prominent interactivity raises questions about the distinction between digital literature and games (Strickland, n.d., para.4, 8; Sargeant, 2015, p.461-463; Kitson, 2017, p.59, 66). Hayles notes that in games users interpret in order to configure while digital narratives allow the user to configure in order to interpret  (2007, para.16); as such, Over The Top is not a game. As with the other three texts examined for this task (Lysaught, 2022), attempts to categorise Over The Top reveal that defining digital literature is no easy task.

Lambert (2012, p.37-38) notes that a key component of the Center for Digital Storyteling’s definition of digital stories is reader participation and ownership of a text. Over The Top successfully utilises what I consider the three core elements of digital literature – mutlimodality, interactivity, and connectivity (Lysaught, 2022) – to ensure active participation in the text’s construction. It begins with the option to enter the reader’s name alongside a friend’s name; this personalisation creates immediate connection between reader and text, allowing for stronger vicarious engagement with the narrative’s content.

Over The Top invites personalisation and immersive interactivity

This vicarious engagement is furthered by the use of second person ‘you’, a common feature of traditional choose-your-own-adventure narratives (Morse, 2019, para.9-16). An optional narrator’s voice-over reads the written text to the audience, supporting a wide range of literacy ability levels. Moving images are supplemented by sound effects such as the wind and explosions to further enhance engagement and understanding. Hyperlinks encourage readers to define unfamiliar words such as ‘dugout’ or ‘duck-board’, developing their understanding of historical metalanguage. Walsh (2013, p.187) notes that non-linear story progression is a feature made possible in digital environments; navigation between pages in Over The Top is easy, as readers can click arrows to advance the story or move backwards, while multiple possible endings expand on traditional linear narrative structures. If the reader’s ‘character’ dies, they are invited to replay and explore the outcomes of different choices, promoting multiple read-throughs and supporting what Bell calls interactional media-specific metalepsis wherein multiple reading paths encourage multiple analytical perspectives by the reader, leading to their immersion in narrative content and new interpretations in new contexts (2016, p.295-6). This non-linear reading behaviour taps into trends regarding engagement with texts in digital environments, as both Cull (2011, para.58) and Liu (2005, p.707) note that non-linear reading has increased and is affecting the way readers understand and interact with digital texts. 

Readers are presented with multimodal image, sound, and text to support their understanding.

Readers must choose to progress the story, inviting interactional media-specific metalepsis which promotes immersion.

The outcome of choice 1: the reader lives and continues to progress with the story.

Strong textual features supported by visuals and sound elements enhance immersion.

Readers are invited to replay.

Logistically, this is an easy to access, free resource that is suitable for a variety of literacy abilities. It is supported by teacher notes and, despite its focus on the Canadian experience, has strong links to the current NSW History Stage 5 topic Australians at War (WWI), while its excellent literary qualities support use in English classrooms. Teachers would need to have access to a bank of laptop or desktop devices to utilise this resource in the classroom and would find it a useful digital narrative to use in conjunction with other historical sources. 

 

 

732 words.

Reference List:

Allan, C. (2017). Digital fiction: ‘Unruly object’ or literary artefact? English in Australia, 52(2), 21-27.

Bell, A. (2016). Interactional metalepsis and unnatural narratology. Narrative, 24(3), 294-310.

Canadian War Museum (n.d.). Over the top. https://www.warmuseum.ca/overthetop/

Cull, B. W. (2011). Reading revolutions: online digital text and implications for reading in academe. First Monday, 16(6). http://firstmonday.org/ojs/index.php/fm/article/view/3340/2985

Di Rosario, G. (n.d.). Are pixels the future of literature? https://www.youtube.com/watch?v=7CAaoWcknvM

Hayles, K. (2007). Electronic literature: what is it? https://www.eliterature.org/pad/elp.html

Kitson, L. (2017). Exploring opportunities for literary literacy with e-literature: To infinity and beyond. Australian Literacy Educators’ Association. Literacy Learning, 23(2), 58-68.

Lambert, J. (2012). Digital storytelling: capturing lives, creating community. Routledge.

Liu, Z. (2005). Reading behavior in the digital environment: Changes in reading behavior over the past ten years. Journal of Documentation, 61(6), 700-712.

Lysaught, D. (2022). ???. All you read is love.

Morse, L. (2019, November 30). How to write a choose-your-own-adventure story: all protagonist POV, all the time. Medium.
https://medium.com/swlh/how-to-write-a-choose-your-own-adventure-story-9d353fa84ce4

Sargeant, B. (2015). What is an ebook? What is a book app? And why should we care? An analysis of contemporary digital picture books. Children’s Literature in Education, 46(4), 454-466.

Strickland, S. (n.d.). Born digital. Poetry Foundation. https://www.poetryfoundation.org/articles/69224/born-digital

Unsworth, L. (2006). E-literature for children: Enhancing digital literacy learning. Routledge.

Walsh, M. (2013). Literature in a digital environment (Ch. 13). In L. McDonald (Ed.), A literature companion for teachers. Marrickville, NSW: Primary English Teaching Association Australia (PETAA).

ETL533 2.3: Challenges of using digital literature in the classroom

There is an enormous difference between facility with technology and being able to engage with the content of digital literature as a consumer or a creator. What are some ways (small or large) you could alter your pedagogy to ensure technology and digital literature is embedded in your educational practices?

In this week’s readings I liked the distinction made by Allan (2017) between the different types of digital fiction:

1. eBooks or “paper-under-glass” texts;

2. Narrative or enhanced apps; and

3. “Born digital” multimodal narratives.

This distinction fit nicely with Unsworth’s classifications (via Walsh, 2013) from the Module 1 readings, where he identified three main categories of e-literature:

1. Recontextualised literary texts;

2. Electronically augmented literary texts; and

3. Digitally originated texts.

This also links with previous discussions I’ve read about what counts as digital literature, which emphasise the difference between “the digitised and digital literature” (for more on this, please feel free to check out my blog post).

In our school we have a virtual library with eBooks and audiobooks that our students, staff and parents can engage with, but it’s an expensive subscription (last year’s invoice was over $3000 – more than a third of our yearly budget!) with logistical issues around promotion and access. It also falls into the digitised, ‘paper-under-glass’ or ‘recontextualised literary texts’ category where technology facilitates access rather than exists as an innovative and inherent aspect of the texts. While it was a useful resource during last year’s lockdowns, data suggests that average use each month is down on last year’s figures. This year our school removed the DEAR (Drop Everything and Read) program, so I’ve been trialing a Wide Reading Program with a few Year 7 classes (initially 4, now dropped back to 2). Given Foley’s (2012) findings about student engagement with ebooks, it might be worthwhile creating activities for the Wide Reading Program which target and promote our virtual library.

One of the texts I’ve been investigating for the second assessment is the iPoe app by iClassics Collection. From my engagement with this app so far, it appears to fall under the ‘enhanced app’ or ‘electronically augmented literary text’ categories outlined above. I chose this because a) Poe is awesome fun and b) we have a Year 8 unit on suspenseful stories that this would work well with. I had a great time exploring this app and playing with its features, designed to immerse the reader with the texts’ Gothic emotions, settings, and atmosphere. I think this is a resource that could work really well with our Year 8 unit, though it cost $8.99 for all three volumes/apps, therefore presenting a financial and logistical issue for faculties with tight budgets.

This week I also had a little play with Microsoft Sway, in an attempt to create my own ‘born digital’ narrative in preparation for the final assessment. One of my projects this year has been to build up the Student Media Team I introduced to the school last year, and Microsoft Sway was one of the tools we were investigating for our student-designed newsletter. While it has many useful features and is (mostly) user-friendly, one issue I found while playing with it is that this tool lacks the ability to link to content within the Sway, and thus might not work for my intended ‘choose your own adventure’ style narrative. However, this investigation did remind me that for larger projects teachers might have, it takes time to find the right tools with the right features for their vision. While wonderful guides exist (such as http://www.schrockguide.net/bloomin-apps.html and https://instructionaldesignbykelly.wordpress.com/2016/03/01/the-evolution-of-blooms-taxonomy-and-how-it-applies-to-teachers-today/ from this week’s readings) these take time to investigate and, given the current educational climate, this is time that many teachers simply cannot spare. This is where an innovative, technologically current teacher-librarian could be an invaluable resource for time-poor teachers!

 

 

Allan, C. (2017). Digital fiction: ‘Unruly object’ or literary artefact? English in Australia, 52(2), 21-27.

Foley, C. (2012). Ebooks for leisure and learning. Scan, 31, pp. 6-14.

Walsh, M. (2013). Literature in a digital environment (Ch. 13). In L. McDonald (Ed.), A literature companion for teachers. Marrickville, NSW: Primary English Teaching Association Australia (PETAA).