Big Ideas in Digital Pedagogy
August 11, 2014 § 2 Comments
Today, I’m kicking off the Digital Pedagogy Institute: Digital Pedagogy and the Undergraduate Experience, with a Minecraft-themed talk entitled “Big Ideas in Digital Pedagogy”.
Digital pedagogy is here; it’s just unevenly distributed–at least in the world of colleges and universities. What would higher education look like if we designed not only individual learning experiences but also an entire curriculum to mirror and prepare students for life and work in a globally networked world? How could the convergence of new digital scholarly tools and methodologies, new delivery mediums, and digitally networked culture transform higher education? This session will situate the development of digital pedagogy in the current discourse about higher education–including calls for quality, completion, jobs, and access–offer a vision for transformative digital pedagogy, suggest both barriers to and strategies for achieving that vision, and engage participants in a thought experiment to design an integrated curriculum articulated by digital pedagogy.
The Diamond Minecart: https://www.youtube.com/user/TheDiamondMinecart
Eddie Makuch. “Minecraft Passes 100 Million Registered Users, 14.3 Million Sales on PC.” GameSpot, February 26, 2014. http://www.gamespot.com/articles/minecraft-passes-100-million-registered-users-14-3-million-sales-on-pc/1100-6417972/.
Big Island Image from http://www.planetminecraft.com/project/huge-island—designed-for-buildings/
Scale and Networks
Allen, I. Elaine and Jeff Seaman. Going the Distance: Online Education in the United States, 2011. The Sloan Consortium, November 2011. http://sloanconsortium.org/publications/survey/going_distance_2011. (source of chart defining various versions of online learning based on how much delivery is online vs. face-to-face)
Morozov, Evgeny. To Save Everything, Click Here: The Folly of Technological Solutionism. New York: PublicAffairs, 2013.
Lumina Foundation. “Strategic Plan 2013-2016,” February 3, 2013. http://www.luminafoundation.org/advantage/document/goal_2025/2013-Lumina_Strategic_Plan.pdf.
Kamenetz, Anya. Generation Debt: How Our Future Was Sold Out for Student Loans, Bad Jobs, No Benefits, and Tax Cuts for Rich Geezers–And How to Fight Back. New York: Riverhead Trade, 2006.
- FemTechNet: http://femtechnet.newschool.edu/
- History Harvest: http://historyharvest.unl.edu/
Gaming and Motivation
Gee, James Paul. What Video Games Have to Teach Us About Learning and Literacy. New York: Palgrave, 2003.
National Survey of Student Engagement (NSSE)
- Engagement Indicators: http://nsse.iub.edu/html/engagement_indicators.cfm
- NSSE HIP brief, 2013: http://nsse.iub.edu/pdf/HIP_brief_final.pdf
- “High Impact Practices.” Association of American Colleges and Universities. http://www.aacu.org/leap/hip.cfm
Blackwell, Christopher, and Thomas R. Martin. “Technology, Collaboration, and Undergraduate Research.” Digital Humanities Quarterly 3, no. 1 (Changing the Center of Gravity: Transforming Classical Studies Through Cyberinfrastructure, Winter 2009). http://www.digitalhumanities.org/dhq/vol/3/1/000024/000024.html.
Homer Multitext Project: http://www.homermultitext.org/
Homer Multitext Blog: http://homermultitext.blogspot.com/
Digital culture and learning
Jenkins, Henry. Confronting the Challenges of Participatory Culture: Media Education for the 21st Century. John D. and Catherine T. MacArthur Foundation Reports on Digital Media and Learning. Cambridge, MA: MIT Press, 2009. http://digitallearning.macfound.org/atf/cf/%7B7E45C7E0-A3E0-4B89-AC9C-E807E1B0AE4E%7D/JENKINS_WHITE_PAPER.PDF.
T-Shaped Professionals: http://tsummit2014.org/t
Frank Levy, and Richard Murnane. Dancing with Robots: Human Skills for Computerized Work. third way, 2013. http://www.thirdway.org/publications/714.