Digital Creative Attributes Framework

[The framework, handbook and associated guidance can be found here: http://dcaf.myblog.arts.ac.uk – a PDF of the core framework can be downloaded here

One weakness of a ‘graduate attributes’ approach for student development is that it looks lovely in strategy documents but can be difficult to respond to on a day-to-day basis, especially in digital contexts. For example, a graduate attribute that talks about students becoming ‘agile connectors’ sounds positive but how does a course leader respond to that when designing curriculum? They might have a sense of what agile connecting looks like in their discipline but add digital to the mix and it suddenly they are casting about for the latest app or platform as a placeholder for teaching practice. Unfortunately, this fuels a demand for a more ‘skills focused’ approach in which a list of this week’s popular technologies is drawn up with advice on what it can be ‘used for’. With the best will in the world this approach always puts the tech before the teaching and course leaders feel a pressure to ‘introduce technology’ to ‘keep up’.

DCAF Handbook

So, we often end up with the macro of ‘attributes’ and the micro of the tech-list. What is missing is a ‘meso’, or middle level, connecting the two. Connecting high-level aspirations through to practical activity is the principle behind the Digital Creative Attributes we have developed at the University of the Arts London. These are an extension of the Creative Attributes Framework at the UAL which lays out nine key attribute areas in three groups. The Digital Creative Attributes Framework (rather pleasingly the ‘D-CAF’) is a digital expression on the CAF, not a whole new framework. It provides a meso layer of digital practices for courses to build on or map to.

There are four significant advantages to this approach:

  1. DCAF practices are stable. Digital platforms, apps and software might change but the practices we require to thrive in the digital environment remain the same.
  2. DCAF is not discipline specific so each group can contextualise relevant practices in a manner which makes sense for them.
  3. DCAF can be used to articulate current curriculum in digital-practice terms. It’s not a list of ‘things you haven’t managed to include’ but a framework which can highlight to students the value of engaging in the curriculum in certain ways.
  4. DCAF provides a shared language which works for staff, students and the creative industries.

The last point was extremely important to me because I’ve been in too many meetings where the lack of a shared language around digital has seriously disrupted meaningful progress. Essentially, when we say the word ‘digital’ in an institutional context everyone thinks of different things and wants to set different priorities. The tech folk call for more kit, senior folk want a clear ‘vision’ and everyone else just wants some support and guidance. Saying ‘let’s talk about digital’ is the same as saying ‘let’s talk about the university’ both these topics are far too big and neither of them can be ‘solved’.

The DCAF is designed to focus these discussions around a set of practices we know the students want/need to develop. It respects the importance of disciplinary context and avoids the techno-solutionist trap.

We have released the DCAF under a Creative Commons licence to open it out to all. It gives a good insight into the digital practices which underpin creative working and as such is relevant to anyone taking a creative approach to teaching and learning.

Visualising digital practices using V&R

Myself and Alison Le Cornu recently published “Using ‘Visitors and Residents’ to visualise digital practices” an open access paper reviewing the development of the Visitors and Residents idea. The paper describes the heritage of the V&R mapping process and details a visual pattern-based approach to clustering and analysing large groups of maps. This is a significant step as it expands the Visitors and Residents work beyond a discussion facilitating metaphor to a workable qualitative research instrument.

At the heart of the paper is the presentation and analysis of data from a Higher Education Academy funded project which generated circa 400 V&R maps from staff and students at 18 higher education institutions from across the UK.

From: Using ‘Visitors and Residents’ to visualise digital practices
by David S. White and Alison Le Cornu.
First Monday, Volume 22, Number 8 – 7 August 2017
http://firstmonday.org/ojs/index.php/fm/article/view/7802/6515
doi: http://dx.doi.org/10.5210/fm.v22i18.7802   – (Graphic design by Paul Tabak)

I won’t rehash the description of the data collection and analysis here as that’s all in the paper, so do take a look if you are interested in using the V&R mapping as part of a qual data method.

What’s rewarding is to have finally captured the narrative of the progression of the work from ‘a fun thing to do in a conference session’ to an innovative research instrument. Significantly, the Visitors and Residents narrative contains contributions from numerous friends and colleagues who have enriched the thinking and taken the work in new directions. For me this is a perfect example of the richness of working opening and posting CC licenced materials online for others to use and modify.

I’m currently working with Ian Truelove on a version of the mapping which crosses the digital/physical space (locations) divide in teaching and learning. The mapping approach we are discussing includes ‘Independent’ and ‘Dependant’ for the vertical axis and the extension of Visitor and Resident metaphor into ‘hunter gatherer’ (Visitor) and ‘farmer’ (Resident). The plan is to use this with course teams to visualise and discuss how they provide ‘nutrition’ for students (and how they support students in developing their own, sustainable, forms of ‘nutrition’ – yes, this is a bit like the ‘give a man a fish – teach him to fish’ idea).

The original description of V&R was largely based on ‘visibility’ or leaving a social trace. That doesn’t operate as well in physical environments where it is possible to be visible while in Visitor mode, for example, studying alone in the library. The hunter gatherer/farmer interpretation allows us to describe learner modes of engagement in both digital and physical environments.

The vertical axis of Independent and Dependant draws out the important distinction between those times where teaching/technical/library staff are involved (this could be expressed as ‘contact’ time) and those times where students are working without direct input from staff. We have been careful to ensure that the digital/physical boundary is not tied to either axis as all modes of learning engagement can take place in either type of space.

I’m keen to counter the idea that particular spaces (physical or digital) are intrinsically linked with a specific pedagogy. For example, while a lecture theatre does engender or encourage (partly through tradition) more didactic forms of teaching it can be used in many different ways (especially when digital spaces are incorporated into the face-to-face teaching). Similarly, Social Media as a genre of space does not mandate a particular form of dialogue or engagement. The new mapping process we are working on is designed to explore the relationship between spaces of all forms and modes of teaching and learning.

Love of Learning society

An online society open to all dedicated to the pursuit of knowledge and the love of learning.

“For the LoL”

This is an idea that was developed with the help of Simon Thomson at the Jisc Creativity Workshop run by Lawrie Phipps.

CC - https://www.flickr.com/photos/pollyann/329186325
CC – https://www.flickr.com/photos/pollyann/329186325

The LoLs 10 Tenets:

  1. Not for profit
  2. No credentials or qualifications given or required
  3. 100% online
  4. $5 lecture fee
  5. All lectures happen live with no limit on the number of students
  6. All lectures to be funded in a ‘kickstarter’ style with visible speaker fee
  7. Anyone can run a lecture as an expert
  8. 50% of lecture running time to be Q&A/discussion with questions chosen by the students
  9. All sessions released as a recording under an open, noncommercial license
  10. All income (after expert fee and admin) to go to educational charities that work to widen participation and make knowledge freely available

The following to be decided by the expert for each lecture:

  • Subject focus
  • Lecture length (must be a prime number of minutes between 7 and 29)
  • Speaker fee, which will be visible to the potential students (the fee will either be waived or a prime number)

LoLs student (sLoL) journey:

  1. Become a member of the society by signing up to the LoLs platform.
  2. Seek out an interesting  lecture and pledge $5. (It will be clear how close the lecture is to the minimum funding level needed. Beyond this point all income goes to charity. All lectures have a set start time.)
  3. If they make a pledge early (before the minimum funding has been reached) they can submit a question to be asked during the Q&A portion of the lecture. If they are in later than this then they can vote potential question up and down. The number of questions used will be proportional to the length of the lecture.
  4. They might explore some of the pre-lecture links if any have been submitted by the expert. They can also check the lecture hashtag to get involved in pre-lecture discussion and connect with others who have pledged.
  5. If the minimum funding level is reached they receive a reminder of the lecture time and an access code of some sort.
  6. The lecture runs in a Google Hangouts style platform with a video feed from the expert, a hashtag driven back channel and a text chat area. More confident experts could use whiteboards and polls etc. All lectures are supported by a facilitator to assist with the tech and to moderate. Facilitators can work for free or be paid in $5 lecture tokens. Experts will be encouraged to respond to the backchannel and text chat as much as possible.
  7. At exactly half-time the lecture moves into Q&A mode with the facilitator stepping through the top questions as voted for by participants. If there is time left they can respond to questions that have emerged from the backchannel and text chat.
  8. Exactly on time the platform shuts down the lecture with extreme prejudice (automatically 🙂
  9. The video feed is then placed on YouTube or a similar channel under an open, non-commercial license.
  10. Discussion can continue on the hashtag.
  11. Participants can rate the lecture and the expert within limited LoLs criteria.

LoLs expert (eLoL) journey:

  1. Become a member of the society by signing up to the LoLs platform.
  2. Experts must have participated in at least two lectures before having the option to create their own lecture and have completed a LoLs expert tutorial.
  3. Create a lecture by submitting the following:
    • Subject area, title, blurb etc
    • Level (novice, intermediate, advanced)
    • Associated material and links
    • Pick a speaker fee for themselves
    • Pick a lecture length and time
    • Pick a charity or charities (from a LoLs list) that any income over the minimum will go to
  4. The expert can mark what they think are good questions with an expert tag during the voting process but can’t create questions.
  5. The expert might join in the hashtag based discussion.
  6. They may also promote the lecture via their networks to ensure it reaches the minimum funding level.
  7. If the funding level is reached they are given an expert code of some sort to access the lecture space which they can visit as much as they want to set-up.
  8. The lecture runs (all they need is a webcam and headset). Experts and facilitators arrive 30 minutes before the start time to ensure the tech is working smoothly.
  9. After the lecture the expert can chose to join in with any additional hashtag based discussion. The expert or the facilitator may put a link to the recording in appropriate Wikipedia articles.

So that’s about it in simple terms. It’s based on a number of principles:

  • People like to be involved in live events even if this is less convenient than watching a recording. (See ‘Eventedness‘)
  • The format is honest about paying the experts if they want a fee. The $5 format also negates the need for advertising (depending on what platforms are used) or sponsorship.
  • People like to influence events and have input – in this case via submitting or voting on questions or via the live discussion. 
  • Most people can relate to ‘classic’ nomenclature such as ‘lecture’, ‘expert’ and ‘student’. This is a deliberate choice and has no bearing on the style of pedagogy experts chose.  
  • It allows for huge mainstream lectures and niche ones designed for no more than a few students.
  • People like to lead up to and away from live events – in this case via the lecture hashtag.
  • ‘Big names’ can chose a big fee or munificence.
  • in keeping with the LoL principle only lectures that people are truly interested in will run.
  • Popular lectures are very likely to bring in income for the chosen charities as there is minimal (if any) cost as student numbers increase.
  • People tend to be more invested in something they have paid for even if the fee is minimal (and incidentally a prime number).
  • The format encourages both the expert and keen students to promote the lecture.
  • No knowledge is withheld as all lectures are freely available as recordings.
  • Anyone can get involved in hashtag discussions.

I’d estimate that a LoLs pilot could initially be developed by stitching together a number of free-to-use platforms. The difficult part is managing the way the money flows around. I suspect a bespoke pilot platform could be put together for less than the cost of developing the materials for a mainstream MOOC.

So, who’s interested? 🙂

P.S. If this got off the ground then I’d form a parallel organisation called the Love of Learning institute ( LoLi – pronounced lolly). This would also be not for profit and would handle any commercial interests in LoLs content. For example a number of LoLs lectures under a given theme could be built into a curriculum structure and accredited. The LoLi protects the tenants of the LoLs and would hopefully feed more money to educational charities.

Visitors and Residents mapping process: the video

This is a video of the mapping process which we first piloted at Educause last year. It’s designed to help you explore and reflect upon how you engage with the digital environment and then investigate how your students/users/staff engage with what you provide. Feel free to use the video to help plan your own mapping session and let me know how you get on. The video is CC licensed so it’s ok to embed it into your work/courses directly with an attribution if that’s helpful.

http://www.youtube.com/watch?v=5EyH-JZWtoI&width=450&height=320

Firstly, I should apologise for my appalling handwriting in the video. I hope that the gesturing opportunities of the whiteboard outweigh the lack of legibility. As a back-up I have included the two maps I draw in the video in digital form at the end of this post.

This video has been created for ‘The Challenges of Residency’ project I’m piloting as academic lead for the Higher Education Academy. The project is exploring the way Resident forms of practice might differ across disciplines. A larger call for that project will be coming out in the autumn, so if you are interested and UK based keep an eye out for it.

As mentioned in the video the mapping process is an output of the Jisc funded ‘Digital Visitors and Residents’ project which is a collaboration between Jisc, Oxford, OCLC and the University of North Carolina, Charlotte. The Jisc project has run the mapping process a number of times face-to-face in the US and the UK, with design sessions planned for a library focused ‘infokit’ on V&R being run at SUNYLA and ALA. The video will hopefully become part of that infokit, recontexualised to shift the emphasis toward information seeking.

In conjunction with this we are going to use the mapping process in a course we are developing with Jisc Netskills based around V&R. The course is designed to help higher education teaching practitioners explore and possibly incorporate Resident forms of practice into their work.

In the video I also make a passing reference to some work facilitated by Alan Cann at Leicester who used the V&R continuum to map the preferred modes of engagement of a complete cohort of students.

The process itself is in three parts:

  1. Map your personal engagement with the digital environment
    This is a good way to tune-in to the issues and will make visible how Visitor or Resident you generally are in different contexts.
  2. Map how you think your students/users/staff engage with what you provide
    This can include your practice online (teaching, support, information provision etc) or the services you provide in terms of platforms (VLEs, catalogues etc). In most cases your practice and the service you provide will be interwoven.
  3. Gather a small group of students/users/staff and ask them to map how they engage with what you provide

Depending on your role you may find large overlaps between maps 1 and 2. The overall aim here is to compare maps 2 and 3 to explore where expectations are being met or are being miss-interpreted. As I mention in the video discussions around the process tend to move from a technology focus to the underlying motivations and attitudes which inform the modes of engagement employed online. I think this is the strength of the process as it helps to avoid the technology-as-solution approach and instead focuses on practice and what it means in a range of contexts or online ‘places’.

For more information on Visitors and Residents:

  • The original video outlining the V&R idea and continuum
  • Our paper on Visitors and Residents for First Monday
  • The progress report of the Digital Visitors and Residents project (pdf)

Or you can contact me at david.white at conted.ox.ac.uk

More legible versions of the maps I create in the video:

My personal map (with a little more detail):

Personal map

My map of how I imagine students engage with what I provide online

Student map

Analysing digital literacies – four headlines

One of the recent activities of the Visitors and Residents project has been the development of an analysis framework to help us to gain a deeper understanding of how our participants are engaging with technology for their learning. During the process of coding our interviews we noted down recurrent underlying themes and used these as headlines for the framework. We query the data in NVivo using our original coding e.g. “(ANY: Social Media, Facebook, Twitter, Blog) AND (ANY: Authority, Relevance, Reliability)” – the results are then mapped into the framework which captures the nuances of participants views and motivations.

4
CC – http://goo.gl/Ib7eb

Getting involved in discussions at a couple of JISC Developing Digital Literacies project cluster meetings I found myself using the high-level themes from the framework to respond to reporting from the projects. I was tentative about this as the framework is still evolving but the feedback from the cluster meetings was positive so I promised to make the high-level themes available as a reference point to help structure evaluation and/or dissemination. What follows is a brief review of the four top-level themes in our framework:

1. Genres of participation

This is the overarching perspective with Visitor (web perceived as a collection of tools) and Resident (web perceived as a series of co-present spaces) as the principle genres placed at either end of a continuum of engagement (see our First Monday paper). With regard to digital literacies it’s possible to equate the ‘skills’ based (learning the essential functionality of technology) approaches with Visitor and the more experiential/personal-professional identity approaches with Resident. Of course there is no hard-line between these genres of participation, for example many of our participants use social media only for organisational purposes. They are using an apparently Resident technology in a purely functional, Visitor manner. Having said that for reporting or evaluation it’s often useful to initially separate skills based approaches from experiential approaches as measuring their ‘impact’ requires different methods.

2. Attitudes

In the Visitors and Residents project we are exploring ‘motivation to engage’. Often the participant’s motivation is influenced by an underlying attitude or ideology. This can be as simple as not trusting ‘crowd sourced’ resources or as complex as their views on what ‘learning’ is or should be. For the most part these attitudes will not have been closely considered or deconstructed by participants and in some cases simply boil down to forms of prejudice. Good examples of areas which can be highly attitudinal and effect motivations to engage are:

  • Views on the authority and role of Wikipedia and other non-traditional sources.
  • Views on the legitimacy and validity of academic blogs and blogging.
  • Views on the role of social media as a valid space for learning.
  • Views on the relative authority of various media e.g. the ‘a printed book always has more authority than a blog post’ stand-point.

The majority of these areas can be related back to issues of credibility which is proving to be a very useful concept to ‘take the temperature’ of many of these underlying attitudes. What is or isn’t credible in the service of learning and academia is highly contested and has been massively broadened and disrupted by the affordances of the web. There are some very interesting tensions between credibility and convenience emerging from our data which we hope to explore further.

3. Transition points

Whether a particular ‘moment’ or a slow incremental slide it is useful to consider what factors encourage or force individuals to shift their mode of engagement. The majority of the transitions we see in our data are from a Visitor to a Resident mode as the Visitor mode tends to be the ‘default’ state in an institutional context. However we do have examples of participants who have transitioned back into a Visitor mode having found a Resident approach to be inefficient, distracting or uncomfortable. Good examples of transition points include:

  • Geographically relocating – engaging with social media to keep in contact with remote friends and family or students from a previous institution.
  • Course requirements – assessment being attached to a Resident mode of engagement such as blogging.
  • Social tipping point – participants discover that the majority of their peer group are organising social events via social media and so they have to create a profile to ‘stay in the loop’
  • Professional identity – participants decide that it is of value to be ‘active’ online and to develop a visible online profile around their professional role.
  •  Efficiency – participants discover that a Resident approach is ultimately a reasonably efficient/effective way to gather trusted sources and to further their thinking.

A key factor here is the participant’s attitude towards open practice. Being required by an institution to post work in ‘open’ online spaces is counter to most participant’s experience of the educational process. While they might be happy to be part of, for example, a student run Facebook group attached to a course that is very different from being required to engage in a Resident manner. If a participant is generally suspicious of ‘open’ they are unlikely to make any transitions and they are also less likely to trust non-traditional sources (or a least admit to using them…).

4. Management

This again is useful to consider via the genres of participation. The methods participants develop to manage their engagement with technology tend to vary based on whether they are in a predominantly Visitor or Resident mode in a given context. Often participants in a Visitor mode want to retain control over what they engage with and when. There is a desire to keep their time and their roles compartmentalised so that work and personal activities remain distinct making it easier to predict the time and effort that will be required when they log on. Participants with a compartmental approach tend to decide what they want to achieve before they go online. In contrast to this the almost inevitable decompartmentalisation that is an effect of Residency means that participants in this mode are more likely to go online a ‘see what’s happening’. The principle management issues for the Resident mode are likely to be around addiction, distraction and the artful maintenance of the blurred boundaries between differing roles and personas e.g. the perennial ‘do I friend my students?’ conundrum.

 

These high-level areas have been a useful in making-sense of our data and we are busy discussing more granular sub-themes. I hope you find them a useful starting point when considering digital literacies and reviewing your approaches to facilitating new forms of learning and teaching practice online.

The project is also designing a four session learning resource based around these thematic areas. It will be an Open Education Resource under an appropriate Creative Commons licence and we hope that in the first instance it will be a helpful resource for staff developers and those involved in professional development programmes. We will be releasing a first draft of the structure of the ‘course’ for comment in the next few days so watch-this-space.

 

Disappearing digital resources

One of the most striking aspects of our JISC funded Open-Educational-Resources Impact study was the extent to which using digital resources has become embedded in teaching practice. Digital resources are ‘disappearing into use’ as they become part of the fabric of higher education.

We interviewed strategists, academics and students to find out how they found and used digital resources. It wasn’t surprising to find that students were Googling for anything they could get their hands on but the extent to which academics are doing this as well was unexpected. The difference between the groups was that staff have the expertise required to critically evaluate what they find while the students are nervous about waiting-time using resources which might prove to be off-topic. They are also uncertain of how to cite non-traditional resources or if they should admit to using them as all. This is a good example of where digital literacy and traditional research skills are both essential.

But what about licensing? Well, those whose practice was highly visible on the web and therefore closely tied to the reputation of their institution were keen to use openly licensed materials. E.g. an online distance elearning team or groups that make modules which are rereleased out onto the web. Those in course or programme teams were less focused on licensing because their practice is largely private – within the VLE, in the lecture theatre etc. In day-to-day teaching the technicalities of reuse come second to the potential of a resource to make the student’s learning experience richer.

The OER Impact project analysed the link between the value of use and its impact in teaching and learning. There is a full research report and a shorter ‘accessible’ report available for download from JISC. Or you can watch the short video below to get an overview of our findings.

The video is published under a Creative Commons Attribution licence (CC BY)

OER Impact project team-

Technology-Assisted Lifelong Learning:
Mr David White
Ms Marion Manton

Learning Technologies Group:
Dr Elizabeth Masterman
Ms Joanna Wild