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Moving innovation in teaching and learning beyond isolated short-term projects is one of the holy grails of educational technology research, which is littered with the debris of a constant stream of comparative studies demonstrating no significant difference between innovative technologies and traditional pedagogical approaches. Meanwhile, the approaching giant wave of the bring your own device (BYOD) movement threatens to overwhelm education practitioners and researchers preoccupied with replicating current practice on mobile devices. A review of the literature indicates that there are yet few well-developed theoretical frameworks for supporting creative pedagogies via BYOD. In this paper, we overview the development of a framework for creative pedagogies that harness the unique affordances of BYOD. This framework has been used across multiple educational contexts and scale from short workshops through to full courses and international collaborative projects. Our key design principles for supporting creative pedagogies via BYOD include modelling collaborative practice via establishing teacher communities of practice to learn about the affordances of mobile devices in relation to new modes of student learning, collaborative curriculum redesign in response to shifts in conceptions of teaching and learning, and collaborating with ICT Services for infrastructure development across the campus.
The ubiquitous ownership and connectivity of mobile devices (smartphones and lightweight tablets) coupled with the collaborative affordances of social media and the contextual awareness of Global Positioning System (GPS) based augmented reality (such as Wikitude or Layar) provide a rich platform for creative student-directed learning experiences. However, lecturers invariably default to using these new technologies within established teaching paradigms that are predominantly teacher-directed and focus upon content delivery (Belshaw
Some of the most valued attributes of higher education graduates by prospective employers are that they are creative self-directed learners who can also work effectively in collaborative teams. An education system that focuses upon content delivery and learning measured by examinations and essays does not inspire creativity. Creative pedagogies are concerned with a holistic approach to education focusing upon the learner becoming part of a professional community, involving the dimensions of knowledge, performance and becoming (Danvers
Mapping the PAH continuum onto a web-based technological development timeline results in what we call the post Web 2.0 continuum. The post Web 2.0 continuum represents a pedagogical change timeline reflecting key technology developments and their pedagogical affordances from the rise of the Internet, Web 2.0 and the virtually ubiquitous uptake of mobile devices such as smartphones and small format touch screen tablets. We illustrate this continuum in
Post Web 2.0 continuum.
| 1995 | 2005 | 2013 |
|---|---|---|
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| Web 1.0 | Web 2.0 | Mobile |
| Teacher | Student | Collaboration |
| LMS | eportfolio | Connectivism |
| Content delivery | Student generated | Student generated |
| PowerPoint | Content | Contexts |
| Pedagogy | Slideshare | Mobile social media |
| Andragogy | Heutagogy | |
| Social learning | Creativity | |
| Building learning communities | Active participation in professional communities | |
The dates attached to our post Web 2.0 continuum indicate the emergence of three different foci of the web, and we have associated pedagogical approaches with each of these according to their affordances. These do not represent value judgments or exclude any of these approaches, but provide an illustration of the potential of new technologies to support new pedagogies. Unfortunately, this timeline is not reflected in the general practice of teaching and learning in higher education. Generally educators implement new technologies by replicating current practice rather than leveraging the unique affordances of new technologies to redefine the possibilities of assessment and learning activities. In order to do this, we need a culture shift or as Balsamo (
With the rise of camera phones and now smartphones to almost ubiquitous ownership, the novelty of mobile phone filmmaking has entered mainstream cultural practice. The iPhone became the dominant camera used for Flickr photo uploads in 2010, and smartphones have virtually replaced compact digital cameras for the majority of casual users. Exploring the unique affordances of smartphones for movie production, editing and sharing have become very popular. Smartphones have been used to record music videos, advertising campaigns and even full-length movies. Recently, a new wave of short format mobile video Apps have become widely popular such as Vine and Instagram videos. The collaborative potential of mobile filmmaking is leveraged in Apps such as Vyclone and MixBit. Innovative mobile film editing is facilitated by Apps such as Magisto. However, the predominant usage of mobile movies in education is still focused upon distribution of lecture capture via PODcasts and iTunesU.
Mobile augmented reality ranges from using the built-in camera of mobile devices to trigger interactive 3D models and multimedia via scannable markers, through to overlaying the real world in real time with digital information triggered by geolocation data through a smartphone's GPS. The educational affordances of mobile geolocation and mobile augmented reality have been flagged for several years (Alexander
Our creative pedagogical curriculum design framework is essentially a blend of several interrelated learning frameworks. The frameworks include: the PAH continuum (Luckin
A framework for using mobile social media to enable creative pedagogies.
| Pedagogy | Andragogy | Heutagogy | |
|---|---|---|---|
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| Activity types | Content delivery | Teacher as guide | Teacher as co-learner |
| Digital assessment | Digital identity | Digital presence | |
| Teacher-delivered content | Student-generated content | Student-generated contexts | |
| Teacher-defined projects | Student-negotiated teams | Student-negotiated projects | |
| Locus of control | Teacher | Student | Student |
| Cognition | Cognitive | Meta-cognitive | Epistemic |
| Course timeframe and goal | Initial establishment of a course project and induction into a wider learning community | Early to mid-course: Student appropriation of mobile social media and initial active participation | Mid to end of course: Establishment of major projects where students actively participate within an authentic community of practice |
| SAMR (Puentedura 2006) | Substitution and Augmentation | Modification | Redefinition |
| Portfolio to eportfolio | Reflection as VODCast | In situ reflections | |
| PowerPoint on iPad | Prezi on iPad | Presentations as dialogue with source material | |
| Focus on productivity | New forms of collaboration | Community building | |
| Mobile device as personal digital assistant and consumption tool | Mobile device as content creation and curation tool | Mobile device as collaborative tool | |
| Creativity (Sternberg, Kaufman & Pretz, 2007) | Reproduction | Incrementation | Reinitiation |
| Knowledge production | Subject understanding: lecturers introduce and model the use of a range of mobile social media tools appropriate to the learning context | Process negotiation: students negotiate a choice of mobile social media tools to establish an eportfolio based upon user-generated content | Context shaping: students create project teams that investigate and critique user-generated content within the context of their discipline. These are then shared, curated and peer-reviewed in an authentic COP |
| Supporting mobile social media affordances | Enabling induction into a supportive learning community | Enabling user-generated content and active participation within an authentic project COP | Enabling collaboration across user-generated contexts, and active participation within a wider professional COP |
| Ontological shift | Reconceptualising mobile social media: from a social to an educational domain | Reconceptualising the role of the teacher | Reconceptualising the role of the learner |
Modified from Luckin
The framework represents a continuum of pedagogical approaches that can be scaffolded across the length of a course or project, building upon students’ and lecturers’ previous educational experience as we explore new pedagogical strategies that move towards heutagogy. Other new learning metaphors that have been developed to support new modes of global learning communities (for example cMMOCs) include connectivism (Siemens
We have argued that implementing an effective framework for creative pedagogies must meet three goals (Cochrane, Narayan, and Oldfield
Second, lecturers must engage with and model the educational use of mobile social media within the curriculum. This requires reconceptualising mobile social media from a purely social domain to an academic and professional domain of use. Assessment activities need to leverage the unique affordances of mobile social media. Mobile social media can use a variety of collaborative presentation and interaction tools, such as Prezi, and wireless screen mirroring via an AppleTV connected to a large screen display. For example, Google Maps or Google Earth can be used as a collaborative platform to collate/curate student projects from around the world, where student teams link their geotagged content within a shared Google Map. This adds the dimension of authentic context to student projects, with the ability for students around the world to share in the experience of learning of others within the original context.
Linking geotagged content from a variety of new and emerging mobile Apps enables a relatively simple yet dynamic and collaborative experience. Example Apps include Vyclone for collaborative video recording; the online YouTube video editor for collaborative video editing and annotation; Flickr, Instagram and Picasa for collaborative photo sharing/curation; Junaio for embedding QR tags within augmented reality. Academic rigour can be achieved by requiring students to annotate their content using accepted referencing styles, yet turning this into a collaborative curation activity via creating shared Mendeley or Zotero libraries for example. Specific activities will depend upon each students’ context, and should be student negotiable; however, the collaborative element of such projects needs to be clearly defined, as student experience of being active members within an authentic professional global COP is one of the goals of such projects.
As an interdisciplinary group of lecturers and educational technologists, we are primarily interested in exploring pedagogical change in higher education and we find a qualitative research methodology the best match to our goals. While using mixed methodologies to gather and analyse participant activity and feedback data, we use action research (Greenwood and Levin Based upon our emergent framework for creative pedagogies, how can mobile social media be used as a catalyst to introduce new pedagogies and assessment strategies within a variety of higher education contexts? What generic bring your own device (BYOD) strategies and design principles can we identify from a variety of institutional contexts?
The data gathered are a collection of participant feedback via reflective blog posts, and curation of participant social media activity via hashtags from YouTube videos, Twitter, Google Plus, Vine and Instagram videos. In this paper, we focus upon the analysis of the curated social media outputs using tools such as TAGSExplorer (Hawksey
In this section, we illustrate the implementation of our framework for creative pedagogies in two contexts including a 1-week intensive workshop, followed by curriculum integration within an international project spanning a variety of course contexts.
In the first implementation of our framework, we formed an international (New Zealand, UK and France) COP comprising two mobile learning experts and two mobile film making lecturers to design a week long workshop for lecturers at Auckland University of Technology to explore the potential of mobile augmented reality in their own teaching. The workshop was structured to model a COP of the participants that they could then transfer to their own teaching practice. This workshop aimed to give participants an experience of creating innovative mashups of three of the unique affordances of today's smartphones, tablets and phablets: Augmented Reality (locating)
Using geotagging via smartphones’ in-built GPS enables mobile movies to be located within a geographical context, linked to collaborative Mobile Media Production (creating)
Adding new mobile video applications such as Mobile Social Media (sharing)
Mobile social media provides a way to publish and share creative output with a global audience, using tools such as
The workshop explored scenarios for innovative and collaborative team projects using these tools. The participants were expected to create an augmented mobile movie in a collaborative team and explore the application of augmented mobile movie projects within their discipline context. This was supported by the discussion and critique of examples of collaborative mobile movie production and mobile augmented reality, an introduction to the body of literature surrounding mobile learning, mobile movie production and mobile augmented reality in higher education.
The workshop involved the participants forming production teams of up to four members to create an authentic augmented mobile movie project using a mashup of YouTube/Vimeo/Vyclone/Vine and Google Maps, and then creating a Wikitude world from this content. These projects were then presented to and critiqued by the entire workshop participants, and shared for feedback from global experts via live Google Plus Hangouts. A common hashtag was used to collate the social media throughout the workshop (#marmw2013). The participants were required to bring their own iOS or Android smartphone or tablet device, and a laptop.
Example mobile social media tools.
| MSM applications | Affordance | Example URL |
|---|---|---|
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| Google Plus | Establishing a community hub |
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| Asynchronous collaboration and content curation via the hashtag #marmw2013 |
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| Bambuser | Live video streaming of workshop activities |
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| Vyclone | Collaborative video production |
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| YouTube and Vimeo | Video hosting and sharing |
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| Google Maps | Geolocating participant projects |
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| Wikitude | Mobile AR production and sharing |
|
The workshop began by introducing a few short projects that were curated via a shared Google Map (
Participant feedback after the workshop indicated significant impact on their conceptions of mobile social media within their own curriculum contexts, for example: The #marmw2013 workshop has been a great exercise in exploring new ideas and discovering different approaches to filmmaking, sound recording and the relevance location can have on this content. It has given me the opportunity to try out new ways of working and to test some of my knowledge of mobile geo-spatial and augmented reality. Most of all, the workshop has put me in contact with some extremely switched on people who have opened up a huge body of ideas to pursue with my students and hopefully through further collaborative projects in the coming year. (Participant G+ post 2013)
The second implementation of our framework involved an international project titled MoCo360. MoCo360 is a non-funded international group of like-minded educators exploring the potential of mobile social media – and in particular mobile film making, for collaborative design of transformative student learning experiences. MoCo360 was established by inviting several mobile learning researchers and practitioners across the globe to form a COP focused upon exploring new forms of student collaborative projects, giving their students an authentic experience of collaborating on mobile film production. This COP was formed out of a re-envisioning of a prior collaborative project (Cochrane, Antonczak, and Wagner
Using a common hashtag enables automatic visual analysis of communication and collaboration via Hawksey's TAGSExplorer Twitter analysis tools:
The MoCo360 project began with the lecturers participating in the COP collaborating on designing several shared activities and assessments for their students (outlined on a Google Docs spreadsheet) and then developed into brokering student-generated collaborative projects between the participating student groups using a project Facebook page (
The two different iterations of implementing our framework for creative pedagogies using mobile social media highlight the three key elements of this framework: modelling a COP, redefining pedagogy and designing an appropriate technology support infrastructure.
Using Google Plus Communities has provided a visually powerful way of farming the various groups of participants’ interactions as a COP, and provides a simple way of brokering this concept to students.
MARMWorkshop G+ Community.
Comparing snapshots of TAGSExplorer visual Twitter analysis between the start of the #moco360 project (
TAGSExplorer Twitter analysis at the start of the #moco360 project.
TAGSExplorer Twitter analysis mid #moco360 project.
Adding a geographical context to COP mobile social media participation via Google Maps provides another powerful visual model for students to conceptualise virtual participation within a global COP (
Google Map of #moco360 lecturers.
The two example framework implementations focus upon redefining teaching and learning activities and assessment practices around the unique affordances of mobile social media. This has been a collaborative exercise, supported by the establishment of lecturer COPs around each project. As Cormier (
Implementing the framework is predicated upon a robust institutional WiFi network empowering connectivity and enabling lecturer and student small screen mobile devices to become collaborative tools via wireless screen mirroring. This requires working with an institution's IT department to enable wireless screen mirroring via the institutions’ WiFi networks using Apple Airplay, Google Chromecast and Microsoft's WiDi mobile protocols. As part of our framework development we have designed and built low-cost Mobile Airplay Screens (MOAs) that facilitate student teamwork via their personal mobile devices (Cochrane, Munn, and Antonczak
Mobile Airplay Screen.
We have also worked with our IT department to enable classroom presentation systems to provide wireless mirroring access from lecture and student mobile devices. As we partner with other institutions in developing our mobile social media framework for BYOD we also share how we have enabled infrastructure changes to support the implementation of this framework, including the custom designed MOAs.
Space has limited us to the inclusion of only two examples of how we are implementing our framework for creative pedagogies within wider contexts. Both the #marmw2013 and the #MoCo360 communities of practice are on-going and in the early stages of development, but we can already see evidence of a significant impact on the multiple curriculum contexts involved as they apply our framework for creative pedagogies using mobile social media. Driven by our two research questions, an in-depth evaluation of these two projects will be undertaken at the end of 2014, and this will inform the development of a set of design principles for implementing a framework for creative pedagogies using mobile social media and student-owned devices.
In order to transform students into creative professionals, educators’ need to focus upon ontological pedagogies that deal with the process of becoming, rather than pedagogies that focus upon knowledge transfer. Having developed a framework for creative pedagogies using mobile social media, we have discussed two examples of case studies illustrating how we are beginning the process of implementing and evaluating it within a wider range of higher education contexts. This approach could also be extended to other fields beyond creative industries and design, as critical engagement with new technologies, including mobile social media, grows into a core 21st century literacy in a world where a new wave of students come to our institutions with ubiquitous ownership of a wireless mobile device of their own choosing.