Since the 1990s, interest in digital literacy (hereafter DL) is growing; DL collectively refers to the ability to survive in a digital society. However, the scope of DL is so broad that it can be difficult to determine what should be taught and learned. In addition, several barriers exist, such as the need for knowledge of information design and skills in operating digital tools.
To resolve these issues, Hokkaido University and Adobe Corporation signed a joint research agreement in 2019 to develop Open Educational Resources (hereafter OER) (i.e., resources available to everyone) that can be used by educators who conduct DL education and learners who want to learn the basics of DL.
The following list of issues in DL training and learning are envisioned for the first year in a higher education environment, including our proposal for resolving these issues with this OER.
The range covered by DL concepts, from manipulation of devices and software to the ability to apply digital technology to creative problem solving, is so broad that discerning where to focus can be difficult.
Solution: Carefully select the perspectives needed for inquiry learning and problem solving
Critical thinking and creative problem-solving skills, which are emphasized in DL education, involve the ability to use knowledge as a tool. Founded on the constructivist perspective that thinking takes place together with tools and the findings of media literacy education, which fosters the ability to read and understand media critically through production activities, the OER is based on the UNESCO Digital Literacy Global Framework (DLGF) 3. This project focuses on the area of "3. Digital content creation" in UNESCO's Digital Literacy Global Framework (DLGF)."
When introducing content creation using digital tools into lectures with limited class time, issues arise, such as "how to balance the transmission of knowledge necessary for content creation with production practice."
Solution: Create an environment in which students can concentrate on "production activities" in class
The DL OER was designed to provide learners with the necessary practical knowledge and principles in advance by bridging the gap between practice and theory. By using these materials, which allows students to prepare for and review the knowledge and principles necessary for content creation, they can focus on activities that apply their knowledge in class.
"Information Design" knowledge, which is outside the expertise of many teachers and learners, is critical. This knowledge includes an understanding of effective visual representation in images, videos, and web pages, in addition to skills using digital tools.
Solution: Focus only on the essence of design
Assuming that the users of this DL OER are not design experts, we aim to model how to use the material and the curriculum and evaluation methods. The content of the DL OER focuses on an attitude of "finding and solving the right problems," which is the essential concept of design. We have striven to clarify the similarities between design thinking and activities in which students engage on a daily basis. Please review the materials in Chapter 2.
The DL OER focus on the "3. Digital content creation" area of the DLGF. The DL OER has been selected based on the hypothesis that learning "design thinking" as a thinking skill that fundamentally supports critical thinking and creative problem solving is effective for DL learning.
Design thinking represents an exploratory learning cycle that involves repeated “observation, idea generation, prototyping, and testing,” and is a process of knowledge creation that involves quickly externalizing thinking and learning from mistakes.
The "human-centered design cycle" in design activities focuses on the interaction between designed artifacts and humans (i.e., interaction/interactive interaction) and represents a process of repeated trial and error to create a better experience.
For example, if the poster you created did not successfully convey its message to the recipient, you need to consider why, given the recipient's experience. If you practice design thinking and experience the perspectives of both the creator and the recipient, you will develop the habit of critically analyzing digital content, with this serving as a shortcut to learning in an exploratory way.
The DL OER provides step-by-step learning of the "Deciphering," "Designing," and "Creating" that correspond to the design thinking process.
In Chapter 1, "Deciphering Digital Products," you will learn how to observe, analyze, and evaluate the interactions that occur at the point of contact between digital products and people, using the Basic Principles of Interaction, a perspective that helps you analyze whether digital products are able to achieve their intended functions.
In Chapter 2, "Designing Digital Products," you will learn how to use design thinking to solve issues of inquiry, focusing on the process of "finding and solving the right problem," which is what designers try to do in creative problem solving.
In Chapter 3, "Creating Digital Products," you will learn about the culture of creating and sharing in the digital society, i.e., the basics of copyright and licensing. You will also learn how to combine verbal and visual expressions to enhance communication through digital tools, with a focus on editing digital images."
This material provides learners with the tools (e.g., principles, models, perspectives) that learners need to begin using their knowledge and that can be used in preparation of this.
The ability to use knowledge as a tool cannot be acquired simply by reading this material. Individual learners need to discover the essence of the tools themselves through trial and error, applying the tools they have learned to real-life contexts. The process of literally gaining a physical understanding is important.
When implementing DL education, we recommend that learners incorporate "knowledge-using" activities into their curriculum.
The role of thie OER is to encourage "motivation, orientation, and internalization" in the "exploratory learning cycle" of Engeström et al., providing a smooth bridge to the "externalization (application), critique, and control" of knowledge utilization.
In this material, we assumed that learners are motivated by practical difficulties and conflicts and by understanding the gap between their learning goals and reality. Therefore, we adopted a structure in which learners tackle the quiz without any knowledge of the learning content (motivation), learn the tools of thinking and how to use them in the main part (orientation), and tackle the same task again (internalization).
The structure of DL OER is as follows.
Key questions: Identify gaps in learning objectives using quizzes (motivation)
Knowledge transfer: Learn about the tools that form the core of the unit (orientation)
Demonstration of knowledge application: Learn how to use the tools (orientation/internalization)
Key questions (revisited): Work on the same quiz previuosly indicated (internalization)
Key questions, which are conducted before and after the learning process, allow students to dig deeper by using the tools they learn about in the course materials. By working on the identical quiz before and after learning the material, students can self-reflect on the changes caused by learning and prepare to start using the knowledge in practice.
"Adobe Creative Cloud Express," free software offered by Adobe to educational institutions, allows students to easily create digital products, such as web pages, posters, and videos. This software is currently being used as a handy tool for digital literacy development and learning in primary and secondary education as well as in higher education.
When learning digital literacy, starting with a basic knowledge of copyrights and appropriately combining templates and free materials is necessary, rather than creating everything by oneself. In Chapters 2 and 3 of this textbook, we will focus on the process of creating web articles using Adobe Creative Cloud Express and learn about the concept of designing information and creating content with copyrights in mind.
This material is also available in a web format created using "Adobe Creative Cloud Express." Each open learning material has its own URL, and students learn through web pages. The material can also be used as an example of web pages created with Adobe Creative Cloud Express.
Last update date: 2022.03.29