The list of digital technologies that might be used for teaching and learning is extensive. It includes: LMSs (Learning Management Systems); MOOCs (Massive Open Online Courses); BYOD (bring your own device); BYOT (bring your own technology); BYOC (bring your own connectivity); makerspaces; robotics; digital portfolios; online discussion forums; blogging platforms; wikis, microblogging; back channels; audio recording and music making; image and video editing; creation of infographics, slideshows, and presentations; digital storytelling; social media; collaboration tools; mobile apps; game-based learning and environments; coding and computer programming; augmented and virtual realities; technologies for creating physical or virtual 3D models; gesture-based computing; learning analytics and statistical analysis software; online authoring tools; wearable technology; affective computing; rubric generators; quizzes; online response systems such as polls and surveys; video conferencing; cloud computing; and student feedback tools such as Turnitin, GradeMark, and PeerMark.
E-learning technologies are sometimes defined as asynchronous (any-time) or synchronous (real-time). Flipped learning is that in which traditional teacher instruction is delivered between classes via online video or presentation technologies, and class time is used for application and collaboration. Blended learning melds traditional classroom pedagogies with online learning tools and environments. Rhizomatic learning, a loose appropriation of Deleuze and Guattari’s rhizome in an educational context, is non-linear and not predetermined (Cormier, 2008; Koutropoulos, 2017) and heutagogical learning is self-determined (Hase & Kenyon, 2000, 2007; Netolicky, 2016). Beetham (2013a) describes e-learning as learner-centred experience that allows learners more control over the time, place, and pace of their learning and the opportunity to connect with learning communities worldwide, much like the experience of many teachers who use social media for networking and learning.
I’ve been doing some reading since I recently posted my initial thoughts about digital pedagogy and I am reassured that scholars tend to agree that pedagogy should drive the use of technologies, rather than technologies driving the way teaching and learning happens, or as an end in themselves. Digital technologies and methods are mostly seen as part of a teacher’s arsenal of tools for teaching curriculum content, skills, and understandings.
Laurillard (2013) states that, while the scope and style of pedagogy changes as technology changes, no one has yet shown that we need to change our understanding of how students learn. Higgins (2014), however, argues that technology has changed what we learn and how we learn.
The changing digital technology landscape has led to educators attempting to personalise and gamify learning, to construct open online learning environments and self-directed learning opportunities, to leverage students’ personal mobile devices for learning, and to utilise technologies to facilitate processes such as analysis, collaboration, communication, and creation. Dichev and Dicheva (2017), however, found that even though gamification in education is a growing phenomenon, practice has outpaced research and we do not know enough about how to effectively gamify education or even whether gamifying education is beneficial. Additionally, online learning such as that via MOOCs can be overwhelming and confusing to those without highly-evolved skills in managing their connectivity (Beetham, 2013b). This brings into question the equity of technologies. Who has access? Who dominates? Who becomes lost in the system or excluded from it?
Many authors note that teachers should not assume that because students are surrounded by technology they are savvy, confident, ethical, or safe users of it. Safe, ethical use of technology needs to be guided and explicitly taught, as do skills such as online collaboration and evaluating the quality of available information. Students need the skills and aptitudes to sustain engagement with digital learning, especially if it is self-directed and self-paced.
Most proponents of digital learning base their use of technologies on traditional pedagogy. Good pedagogical design, traditional or digital, ensures that there is alignment between the curriculum we teach, the teaching methods we use, the learning environment we choose, and the assessment procedures we adopt (Biggs, 1999). Importantly, a role remains for teachers as expert designers of learning (Laurillard, 2013; Selwyn, 2016) who establish learning tasks, supportive environments for learning, and conducive forms of social classroom relations. Hunter (2015) suggests the following questions to teachers:
- Where is the pedagogy?
- What is the content?
- How is your choice or the students’ choice of particular technology tools going to enhance learning?
So, we need to start with the desired learning outcomes. Curriculum design comes before pedagogy, which comes before technology. Then we choose the pedagogical tool fit for the learning purpose.
It cannot be assumed, however, that teachers, even those who are tech-savvy, know how to best use technologies for pedagogical purposes. Lei (2009) found that although pre-service teachers are often digital natives who use technology extensively for themselves, they lack the knowledge, skills, and experiences to integrate technology into classrooms to help them teach and to help their students learn, even when they recognise the importance of doing so. Teachers can leverage digital technologies within a pedagogical frame, but only when we have the knowledge and understanding of available technologies and their pedagogical potential.
Beetham, H. (2013a). Designing for active learning in technology-rich contexts. In H. Beetham & R. Sharpe (Eds.) Rethinking pedagogy for a digital age: Designing for 21st century learning (2nd ed.), pp.31-48. Abingdon, England: Routledge.
Beetham, H. (2013b). Designing for learning in an uncertain future. In H. Beetham & R. Sharpe (Eds.) Rethinking pedagogy for a digital age: Designing for 21st century learning (2nd ed.), pp.258-281. Abingdon, England: Routledge.
Biggs, J. (1999). Teaching for quality learning at university. Buckingham: Society for Research in Higher Education and Open University Press.
Cormier, D. (2008). Rhizomatic education: Community as curriculum. Innovate 4(5).
Dichev, C., & Dicheva, D. (2017). Gamifying education: what is known, what is believed and what remains uncertain: a critical review. International Journal of Educational Technology in Higher Education, 14(1).
Hase, S., & Kenyon, C. (2000). From andragogy to heutagogy. ultiBASE In-Site, 5(3), 1-10.
Hase, S., & Kenyon, C. (2007). Heutagogy: A child of complexity theory. Complicity: An international journal of complexity and education, 4(1).
Higgins, S. (2014). Critical thinking for 21st-century education: A cyber-tooth curriculum? Prospects, 44(4), 559-574.
Hunter, J. (2015). Technology integration and high possibility classrooms: Building from TPACK. Abingdon, England: Routledge.
Koutropoulos, A. (2017). Rhizomes of the classroom: Enabling the learners to become curriculum. In S. P. Ferris & H. Wilder (Eds.), Unplugging the classroom: Teaching with technologies to promote students’ lifelong learning, pp.103-118. Cambridge, MA: Chandos Publishing.
Laurillard, D. (2013). Forward to the second edition. In H. Beetham & R. Sharpe (Eds.) Rethinking pedagogy for a digital age: Designing for 21st century learning (2nd ed.), pp.xvi-xviii. Abingdon, England: Routledge.
Lei, J. (2009). Digital natives as preservice teachers: What technology preparation is needed? Journal of Computing in Teacher Education, 25(3), 87-97.
Netolicky, D. M. (2016). Rethinking professional learning for teachers and school leaders. Journal of Professional Capital and Community, 1(4), 270-285.
Selwyn, N. (2016). Education and technology: Key issues and debates. London: Bloomsbury Publishing.