Tagged digital literacy

Teaching DH on a Shoestring: Minimalist Digital Humanities Pedagogy

Abstract

This article explores minimalist digital humanities pedagogy: strategies for teaching DH at institutions that don’t have many resources for doing so. Minimalist digital humanities pedagogy aims to maximize learning while minimizing stress, barriers of access, and time (for both instructors and students). This article considers how we can take a minimalist approach to course design, course websites, and DH project assignments. Throughout, it highlights how free, low-cost, and open-source tools can be used to help students increase their digital literacy, including their awareness of the ways technologies reproduce and challenge conditions of inequality. Such methods, I contend, can help students at a range of institutions develop digital skills both to navigate the world and to change it.

Keywords: pedagogy; digital literacy; student-centered learning; teaching; digital humanities; project-based learning.

The educational benefits of digital humanities are multifaceted. Studying DH helps students increase their digital literacy. It teaches them to think critically about how technology shapes social, cultural, and political life. They learn to see beyond “productivity” and “innovation” and question the material conditions—related to labor exploitation and environmental impact—that underlie shiny new technologies. Many use what they learn to create digital projects that aim to improve society. In the process, they gain valuable transferable skills like project management, collaboration, and digital publishing. These skills, we know, are valuable not only to future employers, but to students, in their lives as activists, artists, and engaged citizens. At the heart of this article is one simple but strongly held belief: that these experiences should be available not only to students at elite research universities, but to all students, regardless of the kind of institution they attend.Though access to college has increased dramatically in the past fifty years, disparities in the kind of institutions students attend and what they study have actually intensified along the lines of race and class (Mullen 2010; Fabricant and Brier 2016; Hamilton and Nielsen 2021). Today, affluent white students are channeled into elite, exclusive, and well-funded institutions—private colleges and flagship campuses of state universities—where they have access to small class sizes, receive personalized instruction, and are encouraged to study a broad liberal arts curriculum. By contrast, working-class students and students of color are tracked into drastically underfunded institutions, which have fewer full-time instructors, larger class sizes, and higher instructor teaching loads, and where they are steered towards pre-professional vocational education.

In “Whose Revolution? Towards a More Equitable Digital Humanities,” Matthew Gold (2012) sounded the alarm about the ways that DH funding was contributing to these disparities through its concentration at elite, research-intensive universities. Gold writes, “At stake in this inequitable distribution of digital humanities funding is the real possibility that the current wave of enthusiastic DH work will touch only the highest and most prominent towers of the academy, leaving the kinds of less prestigious academic institutions that in fact make up the greatest part of the academic landscape relatively untouched.” For all that digital humanities promises in regards to disruption, transformation, and social change, such promises will ring hollow if the field is confined solely to elite institutions and the affluent students they serve.

Though it’s difficult to find precise information about where exactly DH courses are taught, data from Gold’s “Degrees in Digital Humanities” Github repository suggests that the vast majority (roughly 87%) of the schools that offer DH programs are research-focused and/or private universities.[1]

pie chart showing that 58.5% are R1 & R2 universities, 20.8% are SLACs, 13.2% are other public institutions and 7.5% re other private institutions
Figure 1. US Universities with an undergraduate major, minor, specialization, or certificate in digital humanities.

At these schools, teaching loads are lower, class sizes are smaller, and there is often greater funding for technology, equipment, physical space, librarians, and support staff. The problem, then, is that the siloing of digital humanities teaching only in elite institutions can actually reproduce, or even exacerbate, existing power hierarchies by equipping more affluent and predominantly white students with extensive digital skills, while students at under-resourced institutions fall farther behind. Thus, this article focuses on what I call minimalist digital humanities pedagogy: strategies for teaching DH at institutions that don’t have many resources for doing so.

Teaching DH at Under-Resourced Institutions

While elite schools more often make news headlines, the vast majority of our nation’s students are educated at what I’ll refer to as under-resourced institutions. Though definitions of “under-resourced” vary, I use this as an umbrella term for institutions where funding falls short of what is available at elite, private, and/or research-intensive institutions.[2] This encompasses open-access institutions like community colleges, Historically Black Colleges and Universities (HBCUs), Minority-Serving Institutions (MSIs), and regional, comprehensive universities—what Gold calls “the institutionally subaltern” (2012). My aim is not to erase the specificity of these various institutional contexts, but to strategize across these sites to develop pedagogical practices tailored for the material conditions of students and faculty at these kinds of institutions. At such schools, resources are often scarce and endowments nonexistent, but creativity and desires to learn exist in abundance.

Though we often imagine the average college student as someone between the ages of eighteen and twenty-two who lives on campus and is not working, but focusing solely on school, this profile describes an ever-smaller fraction of actual students. Today, 77 percent of undergraduates attend public universities and nearly 35 percent are enrolled in community colleges (NCES “Student Enrollment” n.d.). Thirty-three percent are above the age of 24 (Hanson 2022) and their average age is 26.4 years old (McCann 2017). Forty percent are first generation students (Startz 2022) and 33.6 percent receive Pell grants (NCES “Financial Aid,” n.d.). More than 70 percent of college students work while enrolled in college (and 40 percent work at least 30 hours per week) (Carnevale, Smith, Melton, and Price 2015). Only about 50 percent attend college full-time (McCann 2017). In contrast to their elite university counterparts, students at less exclusive and expensive institutions are more likely to be low-income, the first in their families to attend college, returning adults, veterans, and students of color. Many commute, rather than living on campus, and work full or part time outside of class. They can’t always afford functioning laptops, high-speed internet connections, or unlimited data plans. Often, their levels of preparation for college-level work vary widely. These are the material conditions we must keep in mind as we think about DH pedagogy.

This article draws on my experiences teaching DH courses (and incorporating such methods in other courses), alongside examples from other scholars, to articulate a vision of minimalist digital humanities pedagogy.[3] Digital pedagogy, here, refers not only to the use of digital tools and platforms, but to the process of helping students think critically about them, especially in relation to broader social conditions and questions of power. Minimalist digital humanities pedagogy Minimalist digital humanities pedagogy aims to maximize learning while minimizing stress, barriers of access, and time (for both instructors and students). In the sections that follow, I explore how we can take a minimalist approach to course design, course websites, and DH project assignments. More specifically, I highlight how free, low-cost, and open-source tools can be used to help students increase their digital literacy, including their awareness of the ways technologies reproduce and challenge conditions of inequality.

This article is inspired by recent scholarship on “minimal computing”: what Alex Gil defines as “computing done under some set of significant constraints of hardware, software, education, network capacity, power, or other factors” (Gil n.d.). This involves designing digital projects, not with the most flashy and expensive tools, but with those that will make the project accessible to users in a wide range of subject positions and geographic locations, who may have disparate access to resources. As someone who has only ever taught at under-resourced institutions, it’s always struck me that this is the work that we do every day as we’re figuring out how to teach digital humanities in such schools. By necessity, these institutions are sites of what Jade E. Davis (2017) calls “frugal innovation.” Davis’s four principles for “meaningful and accessible digital innovation” include: “1) simplify 2) make it fun (for faculty to learn and students to engage as part of the learning) 3) show relevance in learning and beyond 4) goal is always small cost to students including time, equipment, stigma, etc.”

This article also builds on a small but growing body of research on teaching digital humanities (Hirsch 2012; Risam 2019; Davis, Gold, Harris, and Sayers 2020; Guiliano 2022). In recent years, scholarly projects like Digital Pedagogy in the Humanities have made a concerted effort to focus on innovative teaching practices at a wide range of institutions (the introduction to that text is a useful primer for those who are just getting started). In examples drawn from her courses at a regional, comprehensive, teaching-focused institution, Roopika Risam (2019) shows how assignments such as digital textual analysis, digital writing, social media content creation, mapping and timeline projects, and Wikipedia editing assignments can help students better understand postcolonial literature, intervene in the digital cultural record, and increase their digital literacy.

Minimalist DH pedagogy also builds on Anne McGrail’s (2016) and David “Jack” Norton’s (2019) work on teaching DH in community colleges. In “The Whole Game: Digital Humanities at Community Colleges,” McGrail demonstrates how experiments with distant reading; long-term multimodal composition projects; and scaffolded, interactive assignments provide opportunities for community-college students produce knowledge and facilitate the kind of “social and cultural integration” that students at elite colleges gain through extracurriculars. Because such students often maintain “a fragile sense of belonging in the academy,” McGrail advises educators not to overwhelm them with unnecessarily complex assignments that might catalyze self-doubt. In addition, McGrail suggests that because community-college students’ average age is twenty-nine, it is important to affirm the different kinds of learning that they bring to the classroom as potential bridges to digital work. For Norton, the key to teaching DH at community colleges is designing sustainable, efficient, and reproducible teaching “workflows,” his term for the entire process of creating, teaching, and assessing assignments. Though some may hear in “efficiency” the squawks of the neoliberal university, Norton reminds us that this is a necessary strategy for navigating the large class sizes and high teaching loads one finds at community colleges. There, Norton reminds us, just five additional minutes spent per student on assessing an assignment can yield an additional thirteen hours of grading per week.

Seven Strategies for Minimalist DH Course Design

This section discusses seven strategies for minimalist DH course design, using my course on Digital Divides: Race, Class, and Gender in the Age of the Internet as the primary example. The syllabus is publicly available, as is the course website (a pedagogical decision I’ll discuss in greater detail). Digital Divides explores how digital tools and platforms both reproduce and can challenge conditions of inequality, especially in relation to race, class, gender, and sexuality. It aims to help students increase their digital literacy and to become advocates for digital justice. Though technically a 400-level seminar, minimal prerequisite requirements mean that it attracts a wide range of students. I also want to note that because my regional, comprehensive university affords the benefit of relatively small class sizes, with just fifteen to twenty students, I’ve also included ways to adapt these strategies for larger classes.

To give you a feel for the course, I’ve simplified the syllabus into six main units, which I’ll refer to in the points below. Such a structure, I believe, could easily be adapted for courses on topics like Black digital humanities, digital Black feminism, or digital ethnic studies.

Unit Major Readings Major Assignments
1) The Politics of Platforms (Excerpts from)
Nakamura, Digitizing Race
Eubanks, Automating Inequality
Noble, Algorithms of Oppression
Davidson, “Against Technophobia” and “Against Technophilia” in The New Education
Blog posts, comments, student-led facilitations
2) Situated Knowledges Haraway, “Situated Knowledges”
Readings on bias on Wikipedia
Wikipedia project
3) Labor Levidow, “The Women Who Make the Chips”
Nakamura, “Ecologies of Digital Production in East Asia”
News articles on working conditions in Foxconn
4) Introduction to Digital Humanities Risam, New Digital Worlds Analysis of an existing DH project
5) Student-led Lessons Students decide Each group of students leads a 50-minute class session
6) Final Projects “Critical and Creative Precepts for DH Projects”
Readings on accessibility
Students create public final projects
Table 1. Outline of Digital Divides: Race, Class, and Gender in the Age of the Internet.

Organize courses around topics that matter to students

At teaching-focused institutions, students often have not heard of digital humanities. It’s likely not listed on institution websites as a major, minor, concentration, or certificate. The halls may not be plastered with posters announcing upcoming DH events, speakers, or skills workshops (as was the case at my DH-focused PhD institution). Thus, instead of organizing the course around a subject many students were unfamiliar with, I instead organized Digital Divides around topics they do care about: namely, questions about justice and equity. The description states: “Is Google racist? Is Wikipedia sexist? In this course, we will critically reflect on the digital tools and platforms that mediate so much of our daily lives. More specifically, we will explore how digital technologies can reproduce and challenge conditions of racial, class, and gender inequality.” Framing the course in this way signals to students who care about social justice that this will be a course to explore their interests.

Assuage anxieties surrounding technological expertise

Another common experience among students at under-resourced institutions is a perception of their own technological inability. As Gold, Davis, and Harris write, recent research shows that “the last two generations of students are high-functioning consumers and users of digital technology rather than fluent, critical users of digital tools” (2020, 21). Though my students are aware of the large role technologies play in their lives, they’re also quick to admit how little they know about them. One way we can alleviate these anxieties is by explicitly addressing them. The description of Digital Divides lets students know that this course is “perfect for beginners; no advanced knowledge of digital technologies is necessary.” Another helpful strategy is making “increasing our digital literacy” one of the course objectives. I always tell students upfront that the only guarantee in this course is that things are going to go wrong. Whether they’re learning how to use WordPress or figuring out how to edit Wikipedia pages, things are inevitably going to be confusing. Tools and platforms are not going to work as they ought. Students will hit dead ends. But by making “increasing our digital literacy” a course goal, we can help students recognize these obstacles—and the strategies they develop for navigating them—as part of the learning process.

Begin with relevant texts that give students new perspectives on their everyday lives

Digital Divides begins with books like Safiya Noble’s Algorithms of Oppression (2018) and Virginia Eubanks’s Automating Inequality (2019), which highlight the often invisible ways that platforms mediate our everyday lives, in ways that can reproduce dominant power hierarchies. These readings establish a sense of urgency for the course, a sense that what students will learn this semester matters. Students’ reactions to these readings are intense. Many are, to use their term, “shook,” by these revelations about automated decision making. After reading, the devices glowing in their palms begin to look different. As early as the third week of class, students begin to ask questions like: “Why do people with authority in Google (as a company) not address the situation of racism and conduct more exams on their search engines?” “Do they change anything on their search engine to help fix this issue?” “How are algorithms created in the first place?” Many express frustration at not having been taught this earlier on and a belief that these readings should be required of all students. Beginning with compelling readings (or viewings or listenings) increases student interest and investment, which they then carry with them throughout the semester.

Help students identify their intellectual investments in the course material

Having students write blog posts and comments and lead in-class lessons on the assigned reading is one of the most effective tools in a minimalist DH pedagogy toolbox. As we read research about social media, algorithms, and surveillance technologies, these assignments create opportunities for students to connect the readings to their own particular experiences, situations, and contexts. In their blogs, comments, and facilitations, students identify potential applications and extensions of the research we read and begin asking deeper questions about digital platforms, some with the potential to turn into highly original research projects. For example, my students have shared stories about the unreliable internet connections in their rural home communities and how the college’s surveillance software identified a fake ID scam on campus. Through these assignments, students generate the observations and ideas they might later build on in their projects.

Some quick logistics. These blogs, comments, and facilitations are a major focus of our course. Depending on the course level and the number of students, they are worth anywhere from 30–75% of students’ final grades. For most classes, two students write blogs about the assigned reading and then serve as in-class discussion leaders. Their blogs can focus on whatever interests them, and we discuss how good blog posts help us see an aspect of the reading in a more complex and nuanced way. Every other student leaves a comment on at least one of the blogs prior to class (we discuss how effective comments advance the conversation, often by bringing in an additional example that further supports or complicates the blog author’s main point). In class, the two bloggers stand in front of the classroom and each teach a ten-minute lesson related to their post. We call these “facilitations” rather than “presentations” to emphasize their interactive nature. Though this assignment can take place on an institutional learning management system, the next section discusses the additional benefits of utilizing WordPress for the course’s digital learning environment, provided one is able to do so.

Yet we also need to consider how to evaluate these assignments, since they can leave us, depending on our teaching loads, with upwards of ten blog posts and seventy comments to read prior to each class. I have navigated this by providing written feedback on only two comments throughout the semester and using a rubric for all others. You can choose to spread out the evaluation workload by selecting different days to provide feedback to different classes or concentrate this feedback on a few particular days, blocked off for grading, as one would for a midterm or final essay. In addition, though I don’t always have time to closely read each comment prior to class, I try to highlight at least two excellent comments each class to incentivize thoughtful comments.

Organize course units around praxis

Another strategy is to organize course units around praxis: testing out and generating ideas through practice. As J.K. Purdom Lindblad, Bethany Nowviskie, and Jeremy Boggs (2020) write, “praxis-oriented pedagogy helps students engage with theory through concrete action.” Often, this involves pairing readings (or viewings or listenings) with small activities and assignments that challenge students to test out these ideas by experimenting with different digital tools. McGrail (2016) highlights two examples of praxis-based assignments that have been effective with community-college students: one on crowdsourcing and digital labor that results in a public policy paper, another on search engines that helps students explore “filter bubble” and “choice architecture.” Jewon Woo’s online course on “Intro to Black Digital Humanities” at Lorain County Community College includes additional examples of praxis-based assignments on topics such as “#BlackLivesMatter and social media” and “Distant reading of runaway slave advertisements.” The course opens with readings on race in digital space—including articles on digital blackface—and then asks students to write a digital auto-ethnography in which they critically reflect on their practices of self-representation online. In her unit on “#BlackLivesMatter and social media,” students read research on social media and social movements and then analyze a particular trend related to the #BlackLivesMatter hashtag on a platform of their choice.

Digital Divides encourages praxis through a unit on “Situated Knowledges and Wikipedia.” Students read Donna Haraway’s foundational 1988 essay on feminist epistemology alongside articles on bias on Wikipedia and then explore these ideas by attempting to edit or create Wikipedia pages. While Wikipedia might seem like it contains neutral or objective facts, these readings introduce the idea that the platform’s content actually reflects the standpoints of its authors. They discuss how structural barriers such as difficulty of the editing software, harassment of editors, and subjective standards impact who ends up editing Wikipedia. As a result, the platform’s content reflects the particular subject-positions of its predominantly affluent, white, male authors. After discussing these texts, students further explore these structural barriers by attempting to edit or create Wikipedia pages. By attempting to add information that meets Wikipedia’s criteria for “notability” and “neutral point of view,” students learned to think critically about the accuracy and reliability of online information, as well as the ways that the editing platform’s difficulty can become an obstacle to greater participation. As Risam writes, “editing Wikipedia gives students both experience with the politics that shape how knowledge is produced online and the tools to intervene in it” (2020, 107). Such assignments also help students understand the platform’s affordances and limitations. Summarizing the view of many in my class, one student described learning that the information on Wikipedia is often “useful and accurate however it does not paint a full picture” and that “Wikipedia should be used as a stepping stone for information … [and] a path to deeper research.”

Though creating a Wikipedia assignment can initially be time consuming, it is then relatively easy to reproduce in other courses. For those who may be interested in doing so, the Wiki Education nonprofit organization provides extensive support and a designated liaison to assist with setting up the project. There are also many online resources on designing effective Wikipedia assignments.[4]

Create opportunities for students to design a portion of the course

As educators well know, students learn best when they make decisions about the content and methods of their learning. One way we can encourage this is by dividing students into groups and having them design and teach course sessions on a topic of their choosing. Unit five of Digital Divides includes a student-led lesson assignment, in which students work in small groups to identify a topic they want to learn more about and then design, prepare, and teach a fifty-minute course session on the subject. Sample topics have included “fake news and media bias” and “LGBTQ+ discrimination on dating apps.” In Digital Divides, we dedicate a week of in-class time to research and preparation, and another two weeks for students’ lessons (though more would be warranted if you can spare it). Each group is responsible for every component of the lesson. First, they read a wide range of sources (scholarly research, news articles, videos of academic or TED talks, podcasts, etc.) to select the most informative, reliable, and relevant material to assign to their peers for homework. Often, by this point in the semester, students have internalized the praxis-based methods of the course, and the homework they assign to their classmates includes not only texts but also small experiments. For example, the group focused on “accessibility and universal design” asked us to apply key concepts from disability studies to everyday digital practice, by running accessibility checks on websites. Next, each group develops a plan for teaching this material to students, and we discuss various methods for doing so. They then teach an entire fifty-minute course (for larger classes, you could divide course sessions in half, so each group leads a twenty-five minute lesson). Through this process, students develop strategies for tracking down reliable information on new subjects, conveying ideas to others, collaboration, public speaking, and project management.

two photographs of chart paper, both handwritten with a date in a box at the top. Below each date is written “topic,” “homework,” and “plans.” Students have filled these in. The left photo reads “Wed. 10/23” “topic: accessibility in digital spaces” “homework: guidelines reading and access report” “plans: free writing and discussion.” The right photo reads “Wed. 10/30” “topic: racism in dating apps.” “Homework” is blank. “Plans” are listed but the handwriting is small, “speed dating” is legible at the top of a list of five bullet points. “Exit ticket” is the last bullet point.
Figure 2. Planning documents for student-led lessons.

Utilize group work to teach collaboration

Group work is key to minimalist pedagogy for several reasons. For one, it helps students develop skills they can draw on beyond the classroom. Unlike individual assignments, group work more closely parallels the ways projects are completed outside of classrooms. The ability to work with others toward a goal is essential for success in any endeavor, whether that’s organizing a protest, solving a problem in the workplace, or arriving at an accurate medical diagnosis. In addition, group work decreases the volume of work instructors must evaluate, thus allowing us to increase the depth of feedback and attention we give. It also frequently results in stronger projects.

Ensuring these outcomes requires carefully structuring the collaboration process. I try to start from the premise that we don’t inherently know how to equitably distribute work and work effectively with others. Why would we, when so much of education teaches us to compete, rather than collaborate, with the students sitting next to us? We also address upfront the common yet dreaded phenomenon in which one student does all the work, while everyone else receives credit. Instead, we treat collaboration as a skill—like writing a thesis statement—something that we can get better at with practice. In class, we use an adapted version of Arola, Ball, and Shepherd’s “Guidelines for Successful Collaborations” in Writer/Designer (2022) to discuss strategies for dividing up large projects into small components, equitably distributing work, and setting deadlines for various components. (Students often have additional suggestions to add.) In class, students decide what each group member will do for homework, and I check in to ensure they remain on track. For any group assignment, students write a “collaboration evaluation” where they reflect on both their own and their peers’ contributions (this can be a simple, ten-minute warm-up writing exercise). Below is an example of what such an evaluation can look like:

Collaboration evaluation

  • Write your project name, your name, and group members’ names on a piece of paper.
  • How would you evaluate your own contribution to the final project?
    • Were you prepared for each group meeting and working session? Did you listen and contribute to conversations? Did you try to make sure everyone was included?
    • What else would you like to share about your participation? Were there any circumstances that prevented you from being an ideal contributor? Keep in mind that no one is perfect!
  • How would you evaluate your peers’ contributions to the final project?
    • Were your peers prepared for each group meeting and working session? Did they listen and contribute to conversations? Did they try to make sure everyone was included? Did you all contribute equally to the project? Keep in mind that no one is perfect!
  • Remember that contributions to a collaboration can take many forms: setting up a Google Doc, sending reminder emails, printing drafts of the project, writing, editing, finding images, formatting citations, transfering the project from Google Docs to your platform, etc.

Course Website

For educators with high teaching loads (and those prohibited from teaching on alternative platforms), the institutional learning management system (LMS) may be the best platform to use for the course website. Yet for those who may have pre-existing knowledge of website-building platforms like WordPress (or a desire for a hands-on opportunity to learn more about them), using alternatives to the LMS as a course website presents exciting and effective opportunities for helping students increase their digital literacy and awareness of the ideologies embedded in different platforms.

Rather than using our LMS (in our case, Blackboard), I create customized course websites using the open-source software WordPress.org. While some schools provide WordPress to students and faculty through platforms like Commons in a Box and Domain of One’s Own, Reclaim Hosting offers affordable server space for educators at schools that don’t. Creating these sites can be labor intensive (readers who are already spread thin, feel free to skip ahead to the next section!). But the pedagogical benefits are impressive. One reason I teach with WordPress is because it’s the platform on which 34 percent of the world’s websites are built. Unlike with Blackboard, when students learn to use WordPress they are developing a transferable digital skill that they can utilize beyond the classroom. Even a basic understanding of WordPress is valued in many workplaces: former students have gone on to use it in their internships and jobs. Using WordPress for a course website also catalyzes what Paul Fyfe (2011) calls “defamiliarization”: a productive estrangement from the LMS students are accustomed to. From this alternate vantage point, we can better apprehend how learning management systems like Blackboard are not neutral. Rather, like the other digital platforms we analyze in the course, they shape our relationship to learning. Often, and with minimal prompting, students begin to reflect on the ways learning looks and feels different in our digital environment: the online counterpart to the creative, student-centered community we work to cultivate in the classroom. On our WordPress class website, in a very literal sense, students’ words take center stage: their blogs are the home page. This contrasts sharply with Blackboard, which foregrounds the instructor’s content and reinforces hierarchical models of teaching. This opens up broader conversations about how educational technologies reproduce what Paulo Freire (1970) refers to as a “banking” model of education, in which expert professors deposit knowledge into students, who are then evaluated on their ability to memorize it.

I scaffold students’ interaction with WordPress to gradually familiarize them with the platform. First, students learn to write blog posts and comment on each other’s work. In lower-level courses, the next scaffolded interaction involves using WordPress for a collaborative class project in which we co-author a digital glossary of keywords for literary studies. In the context of an upper-level course like Digital Divides, once students are familiar with the WordPress Dashboard, they then work in small groups to create their own sites. While students are accustomed to using platforms like Instagram, Twitter, Snapchat, and TikTok, for many, this is their first time creating their own website.

screenshot of home page for Digital Divides: Race, Class, and Gender in the Age of the Internet from 2019 with student blogs as home page
Figure 3. Customized WordPress website for Digital Divides.

As professors, we often try to strike a delicate balance between introducing students to new tools and platforms that will help them increase their digital literacy and relying on traditional ones so as not to overwhelm them (or ourselves!). Sometimes the benefits of using a familiar platform will outweigh those of introducing a new one. For instructors who choose not to go rogue, there are other ways to help students think critically about the required LMS. Students can research where these platforms came from, who holds decision-making power over them, how much they cost, and how they treat student data. We can assign work by Jesse Stommel and Sean Michael Morris, which questions whether learning management systems facilitate—or actively impede—our pedagogical goals of creative, consciousness-raising education. We can also discuss what assumptions about learning and the student-teacher relationship are embedded in the platform and invite them to imagine better alternatives, for example, by drawing what their ideal digital learning environment would look like.

Digital Humanities Project Assignments

Today, collaborative projects are one of the most common features of DH pedagogy—and for good reason. Extensive research by scholars like Kathleen Blake Yancey (2009), Tanya Clement (2012), Mark Sample (2012), Cathy Davidson (2017), Roopika Risam (2019), and Jeffrey W. McClurken (2020) has demonstrated that teaching through digital projects increases student motivation, learning, and the quality of their work. As McClurken writes, students “invest more effort, time, and attention on public class projects because they know that their creations are viewed by an audience that goes well beyond their instructors” (2020). Among their many benefits, project assignments give students the opportunity to reflect on what they’ve learned and share it with an audience beyond the classroom. In doing so, they teach students to use what they are learning, not just for personal gain, but to contribute to the public good. In Clement’s words, digital projects increase students’ “sense of creative control and … desire to participate in society” (2012). Cathy N. Davidson calls this making “a public contribution to knowledge” (2017, 267). Building on this research, this section explores how we can guide students in creating public projects worth sharing with audiences beyond the classroom. I focus, in particular, on how we can design such assignments both for teaching-focused institutions and in ways that prompt deeper critical engagement with broader issues related to the politics and ethics of technologies.

When designing project assignments it’s important to consider students’ distinct learning styles, skill levels with different technologies, and the materials (hardware, software, bandwidth, and equipment) they have access to, both on campus and at home. If, for example, we’re asking students to create a podcast, what kind of recording hardware (such as microphones) and editing software are necessary? Will students be expected to learn these on their own time or will tutorials be given in class? Jennifer Guiliano recommends “setting up loan programs for devices, creating low-bandwidth versions of course content, and providing alternative assignments that scale up to the resources available to your students” (2022, 8). Another key factor is the time that students have to complete the assignment, including how much of it will be completed inside and outside of class. In 2020, 40 percent of full time students and 74 percent of part time students held jobs while attending college (NCES 2022). They might also be commuting to campus or have family obligations, both of which make collaborative work outside of class difficult. For students who might be juggling multiple jobs as well as family obligations, scheduling in-class working sessions is paramount. So too is giving credit for this lab time. If possible, it’s helpful to reserve the computer lab to ensure that students have access to the technologies they need and have time to work together in groups. In situations where there aren’t enough computers to go around, students can be asked to bring in their own devices or double up in pairs or groups. As we design project assignments, we want to make sure that every student is equipped to succeed, regardless of prior experience, material constraints, and the amount of time they have to work on projects outside of class.

Digital project assignments can take many different forms, such as:

  • creating something for the college community
  • (co-)authoring a piece of public writing (like a blog post)
  • creating a digital resource for a particular audience or community
  • contributing to an existing digital humanities project
  • improving an existing digital resource (such as editing Wikipedia articles)
  • creating a particular product which might relate to the broader course goals (producing a map in a geography course or a digital exhibit in art history)
  • open-ended projects in which students select a digital platform and create a project based on something they have learned in the course

For now I’m going to focus on the last one—open ended projects—as a key component of minimalist DH pedagogy. Rather than dictating the form their projects will take, students select their own form (such as website, podcast, timeline, or lesson plan) and choose an appropriate platform for their project. One key requirement is that the project should be useful to an audience beyond our classroom.

Open-ended projects have many benefits, especially for students at under-resourced institutions. They create space for student creativity. This is especially important, given the inequities of our tiered US education system, which readily provides affluent students with learning that nurtures their creativity, and leaves standardization and teaching to the test for everyone else. Open-ended projects also honor the experiential knowledge that students bring to the classroom. In addition, they require students to think critically about which platform they will select to fit the goals of their project—a key component of digital literacy. Open-ended projects are also well suited for heterogeneous students with a range of different skill levels, abilities, and levels of comfort with technologies. They allow students to determine whether they will use the project as an opportunity to learn a new platform or create something using a tool they’re more comfortable with. Such assignments are also easy to reuse and adapt for other courses—especially important for instructors with heavy course loads.

In Digital Divides, students work in small groups to create a public digital project related to our course content or their own interests (here is the full assignment sheet). This project is the product of a scaffolded assignment sequence that first introduces students to the field of digital humanities, then asks them to review an existing DH project, and then challenges them to create their own project. The set-up for the assignment begins on the first day of class, when students are informed that the course will conclude with a project. Throughout the semester, we look at examples of projects created by former students so that they can start thinking about what kind of project they’d like to create. About halfway through the semester, students are introduced to the term “digital humanities.” I wait until the middle of the course so that it can become not an intimidating new field but a term to describe the work they have already been doing. The definition we use is adapted from Kathleen Fitzpatrick’s statement that digital humanities involves 1) using digital tools and methods to perform humanities research (on culture, language, history, society, art, education etc.) and 2) analyzing technologies by asking humanistic questions (about power, representation, ethics, politics, labor, etc.) (Fitzpatrick, Lopez, and Rowland 2015). We also use the paradigm in Risam’s New Digital Worlds (2019) to think about how “the digital cultural record” both reproduces and can challenge existing power hierarchies. Next, students use these ideas to review an existing DH project related to social justice (assignment sheet). I provide options based on the students’ interests, and they’re welcome to find their own. They write a review of the project and present it to the class. In the future, I plan to assign sample reviews in Reviews in DH as models for student work.

This review sets up the project assignment, which has three stages:

  1. a tool parade to evaluate the affordances and limitations of different platforms and
    select the best one for their project
  2. drafting project proposals, voting on top choices, organizing into groups
  3. planning and executing the project

While the amount of time devoted to such projects will vary depending on the scope of the assignment, I have found that a minimum of four weeks is necessary for a project that includes a proposal, rough draft, peer review, and then the submission and presentation of final projects (more would be warranted, again, if you can spare it).

1) Tool parade

The first stage of the assignment involves what Jesse Stommel calls a “tool parade,” which introduces students to a range of potential platforms that they might use for their project. Over the course of one fifty-minute course period, students are introduced to about eight platforms, with time at the end for students to do more research on ones that interest them. We meet in a computer lab if one is available, or students bring laptops to class (doubling up if devices are in short supply). Figure 4 illustrates the note-taking format I suggest students use as they evaluate the affordances and limitations of different platforms in order to select the most appropriate one for their project. Through this activity, we distinguish between form—as in, type of project, such as podcast, website, timeline, or blog post—and platform, or software, that they’ll use to create their project. Key here is the notion that different platforms can be used to produce a particular kind of project (a timeline could be built on an open-source platform like Timeline.js or a proprietary platform like Tiki-Toki) and that some platforms, like WordPress, can be used to create different kinds of projects, such as a blog post or website. Hesitant students may choose to stick with a platform that they know, perhaps using the project as an opportunity to increase their basic knowledge of WordPress, while technologically-savvy students may select a platform beyond those covered in class. As instructors, we are not responsible for teaching students how to use each platform; rather, we can guide them in their efforts to learn these new tools for themselves.

An empty chart with the headers Platform; Type of project (podcast, website, timeline, map, blog, etc.) you could use it for; Affordances; Limitations; and Additional notes/questions
Figure 4. Suggested note-taking format for tool parade.

Next, students perform further research on potential platforms they might use for the project. Depending on how much time you have, this platform analysis could range from an in-class activity to a more formal written analysis that students present to the class. We use two sets of questions to guide this activity. The first set guides students in rhetorically analyzing platforms to consider the choices that will be available to them in creating their projects.

Questions for rhetorical analysis

  • What are the conventions of the platform?
  • How is information organized?
  • How is content structured?
  • What works well?
  • How are media incorporated?
  • How are citations attributed?

The second set of questions guides students in analyzing these platforms in relation to broader questions about data, privacy, and power. My goal is to help students understand that platforms are not ideologically neutral, and to consider the material conditions that underlie them.

Critical platform questions

  • Who created this platform? When? Why?
  • Who funds the platform? Who profits from the platform?
  • What software was used to create this platform?
  • What is the platform’s privacy policy? How does it treat users’ data?
  • What terms are you agreeing to if you sign up for this platform?
  • What do we know about the users or community?

These questions encourage broader awareness of the ways that profit shapes our online experiences, as in the old adage that “if you’re not the customer, then you’re the product.” To take just one example, my students are often eager to publish their work on HASTAC.org, a free, nonprofit, academic social network and blogging platform that allows students to share their work with its 16,000 network members, “humanists, artists, social scientists, scientists, and technologists” committed to “changing the way we teach and learn.” In addition to reading HASTAC’s Privacy Policy and Legal Agreement, we discuss how, unlike many other free digital platforms, HASTAC has promised to never share users’ data with third parties, which earned it the moniker of “the ethical social network.” Through these questions, we can do more than simply teach students to use particular digital tools—we can help them increase their digital literacy. These are questions that I hope students will ask in the future when they encounter new tools and platforms.

2) Proposal

The tool parade prepares students to write a project proposal (instructions in assignment sheet) in which they identify the aims, audience, impact, type of project, platform, and a work plan. They also identify whether their project can best be achieved by an individual or by a group and explain their reasoning. Then they vote on their top choices and organize into groups.

3) Planning and execution of projects

This involves co-working sessions in the computer lab, the submission of rough drafts, peer review, and the presentation of final projects. Figure 5 contains the chart I use to help us keep track of all materials related to the project.

chart with five columns “name” “proposal” “rough draft” “peer review doc” and “final draft” and four rows “name” “Brooke G.” “Greg” “Megan.” In the interior chart boxes are hyperlinks to each student’s work.
Figure 5. Chart to Keep Track of Students’ Final Project Materials.

One key advantage that public projects offer over final papers is the fact that they can be viewed by audiences beyond the classroom. This seemingly small shift opens up a world of possibilities for teaching digital literacy.

First, the public nature of such projects presents key opportunities to help students think critically about privacy. While students are often eager to undertake public projects, we have to help them understand the potential risks of doing so (McClurken 2020; Stommel and Morris 2020). Kevin Smith, Director of Copyright and Scholarly Communication at Duke University, offers four steps for mitigating the risks of public assignments. These include 1) informing students about the public nature of assignments early on and providing opportunities for them to speak with you about issues of privacy; 2) allowing them to use an alias or pseudonym; 3) reminding students not to post private information (such as their dorm location or social security number); and 4) providing alternative ways for students to fulfill class requirements.[5] My goal is always to help students make informed decisions about how much of their identity they want to disclose.[6] We discuss how their work can become genuinely useful to others, but also how their writing will be attached to their names and appear in search results for years to come, including those of potential employers, internet trolls, and immigration officials. As Table 2 illustrates, I try to help students think expansively about the implications of publishing work with their real names vs. using a pseudonym, omitting their names altogether, or choosing an alternative option that won’t be made public.

Should I use my real name?
Pros Cons
Other people interested in this topic might reach out, leading to opportunities for future collaboration. I’m only a first-year student. I anticipate learning and improving my writing during my college education. Maybe I’ll start using my name when I’m further along in my education.
If future employers search for me, they might see this instead of my Instagram. I completed this project while studying for four exams. I didn’t have time to give it the proofreading I would have liked. This may not be reflective of my best writing.
I can send this to future employers as evidence of my collaboration and digital-publishing skills. My ex-boyfriend might use this to determine my location.
Table 2. Help students make informed decisions about how much of their identity to disclose.

Second, the public nature of digital projects creates space for conversations about accessibility: the ways students’ design choices might impact the audiences they’re hoping to reach, including those differently positioned amid intersecting axes of power. Often, we’ll discuss “Creative and Critical Precepts for Digital Humanities Projects,” which helps students think about how to design a project that will be accessible to a wide range of users. For instance, the list of questions on “Access” includes “How accessible is the project in low bandwidth environments?” and “How accessible is the project for people with disabilities?” If students are making podcasts, we can discuss how providing an accompanying transcript will make it accessible to audiences with a range of abilities. Through this process, students gain valuable experience creating accessible digital work.

On the final day of class, I always present students with a public, digital gallery of their projects to visualize all that we have done together. This landing page allows students to interact with each other’s projects. It also helps them to easily locate their projects, which they can then share with their friends, with their family, as part of graduate school applications, or with potential future employers as evidence of their skills in writing, editing, collaborating, project and time management, and digital publishing.

image gallery of six final projects from Digital Divides: Digital Grief, The True Path of the iPhone, Women’s Rights are Human Rights, Technology and the Sexualization of Young Women, LGBTQIA Discrimination, Dating App Discrimination
Figure 6. Digital gallery of final projects from Digital Divides.

Open-ended projects also allow students to pursue their own intellectual interests and create projects that are meaningful to them. Students reflect on what they have learned, identify gaps in dominant discourse, and figure out how to use their knowledge and skills to create something that will be useful to an audience beyond the classroom. Among the projects that emerged from my Fall 2019 version of this course was an activist art project in which students used what they had learned about the exploitative labor conditions in Apple’s Foxconn factories to redesign the packaging of an iPhone box to tell the story of “The True Path of the iPhone.” Another group created a lesson plan for middle-school teachers on the sexualization of young girls online, including assigned readings and viewings, discussion prompts, slides, and class activities, which they encouraged other educators to utilize via HASTAC. Yet another student created an interactive Twine storytelling game that explores the emotional experiences of grief in an era where the digital leaves traces of everything. Such projects reinforce the idea that students are active knowledge producers with important things to say and who can use what they learn to make a positive impact in the world.

One of the most effective (and essentially free) things we can do as instructors is to help students reflect on and articulate what they have learned. This involves discussing the “why” behind any assignment: what skills or knowledge we hope they will gain by doing it. At the end of every semester, I provide students with a course rationale that explains why we did each assignment and what I hoped they would get out of it. For their final assignment, they write a reflection on the various components of the course: what they learned, what they’ll take away, what they’ll continue working on, and how assignments might be improved. For the final project, the rationale states: “This semester, you used what you learned in class to create a digital project that would be useful to an audience beyond our classroom. This assignment was designed to help you think critically about the affordances and limitations of different platforms, to give you hands-on experience with digital publishing, and to practice applying what you learn to make a positive impact on the world. Through this assignment, you developed time and project management skills by creating a work plan, adjusting your project to meet set deadlines and time constraints (often in the tech world called “scoping” a project), and equitably distributing work. Your digital projects will live forever on the internet and can be shared with friends, family members, and future employers, especially as evidence of your writing, digital publishing, project management, and collaboration skills.”

Conclusion

In this article, I have highlighted some ways we can teach digital humanities without expensive software, grant funding, or labs, and sometimes even without functioning faucets. Yet this minimalist approach won’t solve the problems of unequal resource allocation in our tiered system of higher education. At the same time that we do the best we can with what we have, we must also refuse to settle for the unjust and inequitable policies of racialized austerity (Fabricant and Brier 2016; Hamilton and Nielsen 2021). Instead, we must insist that all students, regardless of race or class, deserve small class sizes, cutting-edge technology, and adequately compensated instructors. This means advocating for greater state funding for education and the redistribution of educational resources to those who need them most. All students deserve creative, transformative, empowering education—learning that prepares them not only to navigate the world, but to change it.

Notes

[1] Among the 53 US colleges with DH majors, minors, specializations, or certificates, roughly 60 percent are R1 and R2 institutions (some public, some private), 20 percent are Small Liberal Arts College, 13 percent are other public institutions (primarily regional, comprehensive teaching colleges), and 7 percent are private universities (primarily religious institutions).
[2] For example, the US Department of Education defines such institutions as Historically Black Colleges and Universities, Tribally Controlled Colleges and Universities, and Minority-Serving Institutions, many of which are community colleges.
[3] The schools I have taught at are Queens College, a public, urban university in the CUNY system and SUNY Cortland, a comprehensive, regional, teaching-focused institution.
[4] See FemTechNet on feminist wiki-storming and “Engaging Women’s History through Collaborative Archival Wikipedia Projects.”
[5] See also the Student Collaborators Bill of Rights, which states that “8. When digital humanities projects are required for course credit, instructors should recognize that students may have good reasons not to engage in public-facing scholarship, or may not want their names made public, and should offer students the option of alternative assignments.”
[6] In “Hybrid,” Sean Michael Morris and Jesse Stommel (2020) emphasize the importance of student agency in making determinations about privacy.

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About the Author

Danica Savonick is an Assistant Professor of English at SUNY Cortland. Her research and teaching focus on twentieth-century and contemporary US literature, African American literature, feminist pedagogy, and digital humanities. She is currently completing a book manuscript, Insurgent Knowledge: the Poetics and Pedagogy of Toni Cade Bambara, June Jordan, Audre Lorde, and Adrienne Rich in the Era of Open Admissions (under contract with Duke University Press).

Two women smile laugh in an office setting.
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The Help Desk as a Community-Building Tool for Online Professional Development

Abstract

COVID-19 safety measures have forced professional development programs to pivot to online environments, which affects how participants interact and collaborate. When the University of Rhode Island hosted their annual, week-long teacher professional development event as a fully-online program, the staff of the Summer Institute in Digital Literacy provided an online, real-time help desk service, knowing that some participants would benefit from targeted, individualized support. Using evidence from the help desk incident log and post-event qualitative interviews, this research deepens understanding of what teacher professional development can look like in online environments. Through the provision of personalized, real-time assistance that created a relationship between the participant and the staff member, those who used the Help Desk reduced their feelings of isolation, increased a sense of connectedness, and demonstrated agency as co-learners in a professional development learning experience. By providing intrapersonal, technical, and navigational support, the help desk deepened a sense of community connectedness in an online professional development program for educators who faced a dramatic pivot to online learning as a result of the COVID-19 pandemic.

Closures and physical distancing measures due to COVID-19 have shifted the way we interact, forcing many organizations to eliminate programs in teacher professional development (TPD) or move them to online platforms for the first time. In this shift, educators have faced some obstacles and adjustments. Although online learning is not a new model for digital literacy education, the COVID-19 pandemic has changed how and to what extent educators are expected to utilize online platforms for learning and community, bringing with it challenges to and opportunities for growth.

Given this backdrop, we look to understand how current research in TPD translates for fully-online experiences, exploring principles of community-building to understand the affordances of online learning. Importantly, our work seeks to understand the possibility of successfully applying known, effective in-person practices to online learning and professional development. This study documents a key feature of the 2020 Summer Institute in Digital Literacy (SIDL), a TPD program affected by COVID-19 restrictions. In its eighth year, SIDL was held completely online for the first time, gathering around 150 participants—mostly from the United States but including more than two dozen from 10 countries around the world. Educators, school leaders, researchers, librarians, and media literacy advocates come together annually for the week-long intensive program to learn about digital literacy, practicing skills and instructional techniques that support student learning via digital platforms (Hobbs and Coiro 2019; 2016). When pandemic restrictions emerged in March, program planners decided to use a combination of synchronous and asynchronous learning, using a learning management system plus video conference meeting rooms, along with flexible scheduling

Because of the intensive nature of the program, with its focus on hands-on media production activities and the activation of digital literacy competencies, they also decided to add an online help desk component to act as a support mechanism. The help desk would rely on a dedicated Zoom video conference room and text service (Google Voice) staffed continuously to offer hands-on, real-time support throughout the six-day, 42-hour event. By visiting the Lounge/Help Desk, participants could hang out and engage in informal dialogue but also get questions answered or receive individualized coaching.

In this study, we aim to better understand the value of the SIDL Lounge/Help Desk as a component of a teacher professional development program. Through the provision of personalized, real-time assistance that created a relationship between the participant and the staff member, we wondered if it could replace the “elbow-to-elbow” support that the program embodies when implemented in face-to-face learning contexts, where faculty and participants work side-by-side to create to learn (Hobbs and Coiro 2016).

Literature Review

The academic scholarship most relevant to this work focuses on the characteristics of professional learning environments that address the identity of teachers as learners and the role of help desks in community-building for both face-to-face and online learning contexts.

Teachers as co-learners

COVID-19 restrictions have required educators to adopt online teaching methods not as an option but as a necessity, and the suggestion that “what works in effective traditional learning environments may or may not work in online environments” has proven true in the forced remote learning of the 2020 pandemic (McCombs and Vakili 2005, 1582). In these unusual circumstances, teachers must “unlearn” traditional concepts in order to be receptive to new approaches that work better in online settings. While some teaching and learning habits are useful, they can also be detrimental, especially in unpredictable and unstable moments in time. Not only must educators learn new forms of social engagement, they must also “unlearn habits that have been useful in the past but may no longer be valuable to the future” (McWilliam 2008, 263).

One of the most dynamic settings where a teacher can embrace the identity of the learner is a TPD program. Ann Lieberman (1995, 592) argued for teachers to be actively involved in their own learning, noting that “the ways teachers learn may be more like the ways students learn than we have previously recognized.” When teachers actively learn from each other, they may create communities of practice where participants share, reflect on, and build new knowledge (Darling-Hammond et al. 2017; Desimone 2009).

During professional development, educators are placed in student roles, where they may enter into a “troubling zone” that can be also described as a discomfort, and it is this discomfort that helps to build a critical inner reflection leading to openness and empathy (Fasching-Varner et.al. 2019).

In online learning contexts, the ability to critically reflect on the identity of the learner is crucial for the design of effective TPD (Baran, Correia, and Thompson 2011). A profound learning opportunity can be created by the temporary disequilibrium caused by switching from “expert” to “learner” (O’Mahony et al. 2019). An aggregate review of how to improve TPD for online and blended learning confirms this, stating that teachers must have “the opportunity to reflect on the roles that they ascribe to themselves and their students in (online) environments” (Philipsen et al. 2019, 1157). This empathy for learners creates critical awareness that can be used during times of acute situational adjustments, such as with COVID-19.

Help desks as spaces for online community building

Online learning creates many opportunities for communities to form. Smith (2013) notes that community is variously developed by place, interest, and communion and is built through tolerance, reciprocity, and trust. But community doesn’t make itself: Connections are made through interaction, thus enabling people to build those communities (Smith 2013).

So what does one do when interaction becomes virtual, such as occurred during the COVID-19 pandemic? Coryell (2013) contextualizes collaborative and comparative inquiry in cross-cultural adult learning by framing learning as participation (partaking in knowledge), rather than learning as acquisition (possessing it). In referring to Sfrad’s (1998) work, she argues that in learning-as-participation mode, learners recognize knowledge as an interactional journey (Coryell 2013).

Community cannot exist without shared experience, and TPD programs must activate a sense of community if they are to be successful. A sense of community informs the formation of collective identity, which “is demonstrated when group members work interdependently with a shared purpose and responsibility for collective success” (Vrieling et al. 2018, 3).

Help desks may be spaces that support collaborative learning. In the field of information science, computer help desks located in universities have been studied to understand their organizational or technical functions, with focus on staffing, training and other issues. Some researchers have explored how help desk activity is used to create, manage, and share knowledge (Halverson et al. 2004). But there is limited research on collective identity, participation, or co-learning in help desk scenarios. Only one study is especially relevant to our work: it looked at what kind of learning takes place between those who need support and those who offer it. In this help desk research, a consistent sequence of four phases emerged to support communication, learning, and engagement in a face-to-face help desk. The phases included the processes of introduction, knowledge establishment, conceptual change, and agency. Findings showed that these interactions (consisting of two professionals of different expertise) activated metacognition, a type of reflection, leading to learner agency and personal fulfillment (O’Mahony et al. 2019).

With this understanding of community-building via help desks, we can consider the unique opportunities and challenges of online learning environments, including for TPD. As a result of the rise of social media, digital interaction has become normative for most people around the world. Yet for many educators, online learning has been thought to be inferior to face-to-face learning. For example, researchers who conducted a meta-analysis of various TPDs and how they affect student outcomes found that TPDs with online components yielded lower student achievement than programs that were entirely face-to-face. Yet, in that same study, several online learning practices were associated with gains, including having space to “troubleshoot and discuss implementation” of digital tools (Hill et al. 2020, 54).

To prepare teachers for online learning, online TPD may be a powerful treatment. But an understanding of the full potential of online TPD is still in development. Based on participant comments regarding collaborative and face-to-face engagement in Collins and Liang’s (2015) study of online TPD, little advancement in both the approach and implementation of these programs seems to have occurred. They report:

A number of individuals expressed they did not find OTPD as effective or meaningful as traditional face-to-face protocols…hardly anyone mentioned the online environment as engaging or encouraging participation through support or collaboration. A high number explicitly expressed that interaction was lacking … and many reported that even though they appreciated online delivery and its accessibility … they still missed the dialogue and collaboration of face-to-face PD. (Collins and Liang 2015, 28–29)

Online learning pedagogies are still primarily viewed through a prism of limitations when it comes to community-building. But scholars and practitioners are beginning to reimagine the use of technology and digital devices for collaborative learning. Bhati and Song (2019) conceptualize the creation of a dynamic learning space (DLS) in combination with mobile collaborative experiential learning (MCEL) as a means to encourage “high-level learning” and personalization. To our knowledge, approaches that level up these experiences by using the collaborative value of peer-to-peer synergy—proven instrumental to successful social learning—have not yet been studied.

Research Methods

The purpose of the paper was to understand the role of the help desk in online TPD as a form of informal learning and community building. Because this is a form of exploratory research, we asked: How did adult learners experience the value of an online help desk in the context of teacher professional development?

Participants and program context

The Lounge/Help Desk was fully-integrated into the Summer Institute in Digital Literacy (SIDL), the six-day, 42-hour TPD program, which included 135 participants and fifteen staff members. SIDL is an established program with a long history (Hobbs and Coiro 2019; 2016) but 2020 was the first time the TPD program was offered as a fully online program. Thus, many features of the program required adaptations that were new to the event organizers, faculty, staff, and returning participants.

The SIDL Lounge/Help Desk was conceptualized as an informal gathering space, where participants could go to get help—but also to interact with other participants and staff. Describing the Help Desk as a lounge was also intentionally designed as a means to reduce the stigma of asking for help. Participants were reminded of the Lounge/Help Desk every day. Each morning of the six-day program, participants received an email with the links to the learning management system, where links to video conference Zoom rooms and the Lounge/Help Desk were provided. The first and second authors were responsible for staffing the Zoom room Lounge/Help Desk, and the third author served as their supervisor.

The Lounge/Help Desk was both a synchronous and asynchronous communication channel for program participants and faculty, open to join at any time throughout event hours (9 AM–5 PM). Participants joined the Zoom Room or sent texts or emails, and these were handled throughout the day as the TPD program was in operation. Program faculty also participated in the Lounge/Help Desk, joining the online Zoom room for 1–3 hour shifts. In cases where the staff could not answer questions, one member would reach out to program organizers via a private Signal chat, which was used as a backchannel tool, in order to gain information needed to answer questions or solve problems.

As Lounge/Help Desk staff members, we gradually came to recognize that we were teachers in the TPD program and that our role was truly educational. We were not just providing a transactional service: Through our interaction, we were demonstrating the depth of community building that is at the heart of the SIDL program (Hobbs and Coiro 2019). People came to the Lounge/Help Desk needing different kinds of personalized support. Some were clearly beginners in their use of technology, while others had considerable expertise. But each of these individuals were people that we had a chance to interact with and learn from; during other components of the program we sometimes encountered them, particularly in small breakout groups and informal discussions. Indeed, it was the awareness of our own experience as co-learners with the participants that inspired our interest in this research project.

Data collection and analysis

Incident Log

During the program, we logged every visit to the Help Desk in an incident log to identify each time a participant visited the Zoom room or interacted via Google Voice text messages. During the real-time TPD program, this practice helped event organizers to understand participant pain points for particular learning activities that involved digital media and technology. It also functioned to help staff contact participants when reaching out to those whose questions could not be resolved in real time. The log documented: who contacted the help desk; who assisted them; what the question or problem was; and how the resolution occurred. The incident log was not initially designed for research, as we merely imagined its function as a tool for formative assessment during the program implementation.

During the program, the Help Desk Zoom room was accessed 76 unique times by 41 different participants. Fourteen text messages were sent to Help Desk staff. In our first phase of data analysis, the first and second authors used data from the incident log to categorize our encounters with participants. We worked independently to develop categories to account for the variety of interactions in order to increase divergent interpretations and reduce confirmation bias. By reviewing the categories created by each researcher using simple description, we identified emerging themes like: “emotional support needed after confusion caused by new platforms,” “tech glitches,” and “wanting to be told what to do.”

Interviews

After the event, we reached out to 41 participants who had used the Help Desk and eight agreed to participate in a research interview; one male and seven females. In terms of race and ethnicity, six participants were White, one Black, and one Latina. Seven participants were from the United States, while one participant was from Great Britain. The average age of the participants varied from 40 to 65. The demography of the research participants closely represents the SIDL demography, with the majority of participants white, female, and based in the United States.

The interview was conducted through Zoom and included ten scripted questions regarding the participant’s experience using the Help Desk. Participants were asked to describe what led up to their decision to access the Help Desk, the emotions they could recall at play before, during, and after its use, and how the experience compared to other help desk services they may have experienced in the past. Interviews were conducted three weeks after the event. The University’s institutional review board approved the research and participants gave permission for audio recording.

In the second phase of data analysis, we analyzed both the transcribed interview data from the individual interviews and the incident log data collected during the TPD program. The interview data helped to more deeply contextualize the documentation in the incident log. For example, interviews suggested that areas first coded as “tech glitches” may also relate to “confusion,” and that participants who we initially perceived to be “needing to be told what to do” were navigating the social loss of community interaction.

Findings

Three themes emerged from this work which give insight into how informal learning was experienced in the context of using a Help Desk during an online teacher professional development program. Participants came with a variety of very specific questions and problems during the week-long program. Of the 76 visits to the Help Desk, many were easy to answer, requiring only a few minutes. Examples of these include finding a link to a Zoom room, recalling a password, or noting the day’s agenda and schedule. These were often merely a matter of visiting a web page and clicking a link.

But some questions required some additional form of co-learning as Help Desk staff needed to answer a question by modeling a learning process with a participant. Some of the questions that participants asked could not be easily answered by Help Desk staff. For example, one participant needed help learning how to edit a post on Wakelet, a digital curation tool, while another wanted a tutorial on ThingLink, a visual annotation tool. Neither staff member was familiar with these digital tools but both were able to demonstrate co-learning with participants to answer their question or solve their problem. Another participant struggled to find a solution to the microphone on her laptop, which suddenly stopped working. In each case, the Help Desk staff demonstrated through inviting the participant to share their screen, using coaching that enabled participants to solve their own problem with scaffolded support from a member of the staff. For questions that Help Desk staff could not solve on their own, they explained and modeled how they reached out for help from the larger faculty team. In those cases, staff were able to find answers within an hour or two of the request being made. Considering the nature of the help provided in the context of the participant interviews, we found that many of the Help Desk encounters created a rich interpersonal relationship between participant and staff member that functioned to reduce isolation, deepen a sense of community, and increase learner agency.

Co-learning as a journey borne of isolation

The Lounge/Help Desk reinforced the perception that the TPD program was a co-learning journey that involved the participants and the staff as collaborators. Many participants (and program faculty) were experiencing online TPD for the first time; it was a new experience for everyone.

While describing initial feelings and the scenarios leading up to accessing the Lounge/Help Desk, participants mentioned experiencing “confusion,” “nervousness,” and “anxiety.”[1] For example:

  • “Before [coming to the help desk], it was confusion and a little bit of…I wouldn’t go as far as to say panic, but close.”
  • “I was a little lost a couple of times in terms of where I was supposed to be going.”

In the TPD program, the novelty of a fully online event was made even more intense by the expectation that participants would be practicing the use of new digital tools, including Pathwright LMS, Adobe Spark, Padlet, and many other platforms. This may have exacerbated concerns that participants naturally have in new learning scenarios, except that, instead of being able to organically turn to the person next to you and ask questions, participants were, in that moment, alone.

Interview data clearly reveals that awareness of a sense of isolation was a precipitating incident. Participants noted feeling confused about “where” to go and when, unsure of which “Zoom room” they belonged in. At various points during the week, there was uncertainty regarding task details and/or deadlines for completion. These are common in learning environments, and the accessibility of the Help Desk acted as a bridge in lieu of the missing opportunity to “turn to your neighbor,” thus helping participants keep involved and engaged.

Some veteran SIDL participants (attending for a second or third time) hesitated in reaching out to the help desk out of concern for others, downplaying their own need for support. Feelings of demoralization and inadequacy were also referenced in the moment of realizing help was needed.

  • “[Y]ou think, ‘should I know the answer to this—is this something I can figure out myself?’ … my hesitancy was that people might need [the Help Desk] more than I did.”
  • “Everybody sort of doesn’t want to take time away from other people or you don’t want to bother people. So there’s always that, but I felt more comfortable using it after I used it the first time…”
  • “The feeling before I joined the lounge was ‘I’m “supposed” to be doing this, but I can’t.’”

One participant said that she felt much more comfortable coming to the help desk when she realized she knew one of the staff members. Clearly, such relationships and bonds can support not only successful learning but also continued community development.

Co-learning as a journey to connect

The decision to share Google Voice numbers with participants offered additional options to connect with the Lounge/Help Desk staff through calling or texting. One participant noted this as particularly helpful; as a non-native English speaker, it was easier for her to write her question. Because the help desk was continuously available during the six days of the program, it created a sense of immediacy, efficiency, and effectiveness, as participants saw how the help desk embodied the empathy of the program’s tagline: “Everyone Learns from Everyone,” a phrase that made adult learners feel welcomed as peers (Hobbs and Coiro 2019). For example, participants noted:

  • “The people there were very helpful and compassionate … about leading me through where something was and actually, one time, the assistant was confused as well. They didn’t quite know where to go. So we were learning together—how to navigate the site. So it felt like a very welcoming place.”
  • “I was very reassured. I was helped immediately; I wasn’t kept waiting … and I felt as though my concerns were being dealt with.”

Many participants had experienced help desks at their workplace or school. There, they encountered a generally asynchronous system: submit query, wait for response, hope for solution. But the SIDL Lounge/Help Desk was different. Participants who reached out for help mentioned appreciating the immediacy and liveliness of the help desk interaction. The help desk was an online “place” for congregation; after all, it doubled as The Lounge. Participants noted:

  • “Having a real person to talk to is a bonus. It’s better than either a chatbot or talking with somebody online—having somebody to actually talk to and have working through it is definitely a good thing.”
  • “When you contact a regular help desk, you feel like you’re just lost—your request is out there; you may or may not hear from anybody. That wasn’t the case here.”

During the interaction, some participants realized their initial confusion was a result of inattention. In being able to focus and talk through a concern and visualize it on a shared screen with the help desk staff, participants gained awareness of what they had overlooked. As they worked together, the missing piece of information would often be noticed by participants themselves. The sense of pleasure in solving a problem transformed the sense of isolation into a shared experience.

Co-learning as a journey toward agency

Interview subjects described the calm and confident feelings they experienced upon resolving their questions or concerns through the help desk interaction. Important to supporting this sense of agency was the ability for both the staff and the participants to share their screens. Screen-sharing enabled help desk staff to model the iterative process of learning to use digital platforms and the shared experience of confronting and solving a problem together built trust and independence for the participants. For example, participants noted:

  • “I could see things that I needed to see and know that I wasn’t missing anything.”
  • “Afterward, I had very clearly seen where to go. So it was a sense of relief that now I could do that by myself.”
  • “I learned that it wasn’t as complicated as I thought it to be. And that there was more than one way to approach the issue we were having.”

Almost all interviewed noted how their own struggles aligned with what their students may experience with online learning. In fact, contrary to Collins and Liang’s (2015) suggestion that honoring the adult is part of effective PD (the idea that while learners, they are first and foremost experienced adults and professionals), we found that participants who could embrace the role of learner—complete with the requisite insecurities, needs, problems and questions—gave them the opportunity to deepen empathetic connections to their own learners. This is one way to understand how an online help desk can provide value to adult learners in the context of teacher professional development.

We found that three forms of support—intrapersonal, technical, and informational—all contributed to increased participant agency as co-learners. Intrapersonal support occurred as participants entered the Lounge/Help Desk with strong feelings, the full range of feelings that manifest when something does not work as expected or when obstacles occur. Emotions varied from frustration to panic. Sometimes, these feelings emerged from intra-actions related to self-imposed expectations; in other cases, external pressures like time constraints were activating strong emotion. Feelings often coincided with information structure and technical scenarios, as when one is distracted or flustered and forgets simple things like how to log in. The ability to acknowledge and validate participant concerns in real-time provided an immediate sense of relief to participants—even when a solution wasn’t immediate.

Technical support included both hardware, software, and online platform glitches, as well as password problems. During the week-long program, a variety of forms of basic IT support was provided, such as updating software, changing passwords, checking settings, and restarting computers. In one instance, the Help Desk assisted a participant who was experiencing prohibitive technical problems (e.g. a poor network connection) by emailing PDF copies of online content. Participants learned more about their digital devices from the transparent way in which these forms of support were modeled by staff.

Navigation support was provided to participants in helping them find what they needed using the learning management system, which was unfamiliar to them. Help desk staff demonstrated how to find specific information, and in the process, they recognized that some of the challenges that participants were experiencing was the result of errors made by program staff, including mislabeled or broken links or poorly expressed language or wording. The help desk participants enabled the TPD faculty to recognize weaknesses in their own explanations of program activities. For example, in one instance, a set of Zoom links were presented using a red font color, which led them to be easily overlooked on a page full of text, even as the red color was intended to make them stand out visually. Help desk staff thanked participants for calling attention to the problem—but participants were equally grateful, expressing feelings of relief as they realized the problem was not “their fault.”

By supporting participants emotionally, technically, and navigationally, feelings of community emerged, because despite the lack of face-to-face encounter in this fully online TPD program, participants felt taken care of. As one experienced participant put it:

all the things that I think made Summer Institute special for me (in-person in past years) … were present this year … And the Help Desk was part of that. So the Help Desk was an even bigger part because without it, SIDL couldn’t have flowed—somebody could get lost.

Through the provision of personalized, real-time assistance, those who used the Lounge/Help Desk reduced their feelings of isolation, increased a sense of connectedness, and demonstrated agency as co-learners in an online professional development learning experience.

Discussion

Our findings provide strong support for the ability of help desks to function as vital components of online teacher professional development programs. SIDL’s Lounge/Help Desk enabled participants to move through an arc of learning-as-participation that not just supports but enhances learning. Rather than conceptualizing the help desk as a merely transactional experience, at the 2020 Summer Institute in Digital Literacy, it functioned as a meaningful part of the overall learning experience.

Of course, this study has several limitations: the small sample size and potential respondent and research bias must be considered as limitations, given the researchers’ own roles as staff during the TPD. We aimed to minimize this limitation by developing the initial analysis of the incident log separately in order to increase divergent interpretations and minimize confirmation bias. We recognize that our ideas of community-building in TPD are framed through an American, Westernized cultural lens, though effort was made to review work from across the globe. The research reviewed for this study is gleaned mostly from abled/neurotypical interactions of spoken or auditory communication, potentially limiting outreach and input.

This research makes a unique contribution to new knowledge by re-framing the online help desk as a novel feature of teacher professional development. Because the online help desk was available throughout the TPD, it functioned to engage participants much like in face-to-face interactions, qualifying it as space to troubleshoot and discuss implementation, a category found to be successful in creating student learning gains from teachers’ TPD learning (Hill et al. 2020).

Key features of the Help Desk design were critical for its use as such an informal learning space: it was called the Help Desk/Lounge, and it was designated specifically as a hangout place online, thus reducing the stigma of being perceived as a place for “people who need help.” For those educators with insecurities about their digital competencies, there was no shame associated with visiting the Help Desk. Thus, it connected and strengthened the program’s core value of “Everyone Learns from Everyone” (Hobbs and Coiro 2018).

The potential to build personalized engagement is another feature needed for a help desk to be part of successful TPD. As designed and implemented, the Help Desk provided the situational context needed to question and solve problems immediately and in real time, running in parallel to the formal program. It also exposed pain points in the event and platform infrastructure, offering a form of continuous evaluation of the TPD experience and enabling event producers to make adjustments during the event itself, further enhancing the program’s overall quality. This tailored approach, so aligned with teacher needs and experiences during COVID-19, enhanced the TPD’s sense of relevance for participants, a requisite dimension of effective training (Stein et al. 2011). The Lounge/Help Desk contributed to this sense of relevance by engaging one-on-one with individuals on the emotional, technical, and navigation challenges they were likely to face as educators heading into an unparalleled 2020-21 school year. The process of engaging with a help desk that offered individualized support offered participants the opportunity to develop understanding of possible hiccups that may be encountered in their own classes and the confidence to troubleshoot these problems themselves. This finding aligns with research that demonstrates the value of helping educators critically reflect on how they approach their work and consider their roles in the educational dynamics of learning (Baran et al. 2011).

While some researchers claim that TPD support must come “from an educational technologist or an expert within the field” (Philipsen et al. 2019, 1155), we found that a help desk intentionally staffed as a peer-supported environment was effective in modeling how to investigate problems together. In such paradigms, trust helps to bridge the implied power dynamics between the helper and the “helped.” Because the help desk staff positioned themselves as participants and partners in the process, they offered the support for collaboration so valued as a critical ingredient for teacher learning (Bates and Morgan 2018; Darling-Hammond et al. 2017) As Bates and Morgan (2018, 623) point out, “a co-learner stance” ultimately contextualizes and personalizes support, guaranteeing “that actual problems are addressed.” The question moves from an individual, isolated/ing concern to a social learning opportunity, something Vygotsky (1978) addresses as essential to meaning-making.

By viewing an online help desk as a shared learning experience with value as a programmatic feature of TPD, we will need to consider how it could be adapted in post-pandemic times, as teacher professional development returns to be provided in face-to-face contexts. The help desk offers the value of providing that “in the moment” experience for individualized grappling and reflecting on problems, helping to meet the needs of every learner. Because the online format was new to everyone involved, including the help desk staff, the co-learning journey in finding answers offered value to faculty, staff and participants alike. Although it was intended to provide individualized support for those experiencing technology problems, the Lounge/Help Desk actually became a part of the overall TPD experience, enabling it to be a programmatic feature that extended the value of the Summer Institute in Digital Literacy as a genuinely collaborative learning experience.

Notes

[1] The quotations in this section come from research interviews with 2020 SIDL participants (names withheld) and were administered by Salome Apkhazishvili and Serene Arena in August, 2020.

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About the Authors

Salome Apkhazishvili is a media and communication researcher from the country of Georgia where she coordinates the media and digital literacy program for the conflict-affected youth in the South Caucasus. She is a Fulbright communication graduate from the University of Southern Indiana. Apkhazishvili is a communications officer at the European Communication Research and Education Association Children, Youth, and Media section and a staff member of the Media Education Lab.

Serene Arena is a communication design expert focused on language use and collaborative development in communication and social systems. She has a Masters in Civic Media from Columbia College Chicago, where she studied social power dynamics and informal social spaces as foundations for community and personal identity.

Renee Hobbs is a professor of communication studies and director of the Media Education Lab at the University of Rhode Island’s Harrington School of Communication and Media. She has offered professional development to educators on four continents and authored 12 books and more than 150 scholarly publications on digital and media literacy.

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From Page to Screen and Back Again: Archives-Centered Pedagogy for the 21st Century Writing Classroom

Abstract

This paper describes the efforts of three instructors to incorporate archival research into first-year and advanced undergraduate writing courses. Inspired by recent scholarship on the value of archives-centered pedagogy in rhetoric and composition, we participated in the second cohort of the University of Georgia’s Special Collections Libraries Faculty Teaching Fellowship program, an effort to help faculty learn best practices and methods for using primary source material held in our Special Collections Libraries. In the program we developed courses that ran during Academic Year 2017–18: two First-Year Composition II courses and one upper level writing course, Writing for the World Wide Web. We found that working with archival material in writing courses allowed students to remix, appropriate, and curate the past as they identified new avenues for exploration in the unanswered questions and creative provocations presented by the historical record. In addition, the collaborative and active nature of the archives-based composition process helped build an awareness of the social nature of writing and the material properties of texts that are essential for critical 21st-century literacy.

Introduction

In 2017, we participated in the University of Georgia’s (UGA) Special Collections Libraries Faculty Teaching Fellowship (SCLFTF) with a common goal of using archival collections and research methods to improve student writing. The fellowship offered us access to the expertise of the archivists and the space of the library for our student population in courses that we developed over the course of the program. As Wendy Hayden (2015, 404) has noted, “One challenge to integrating archival research into undergraduate courses has been the lack of practical advice and training in archival research provided by the field.” UGA’s archival Teaching Fellowship  program provided us with crucial training in navigating the collections, working with finding aids, and understanding the “archival and library principles that support robust discovery and integration of relevant special collections materials” (Center for Teaching and Learning, n.d). During Spring 2017 semester, we each developed writing courses that would introduce students—both first-years and upper-level English majors—to archival research.

In this article, we describe the resulting archives-centered courses that we ran during Academic Year 2017–18 and discuss what we see as the most significant implications and opportunities for writing pedagogy that emerged from our experience. More specifically, we focus on the way this work foregrounded the technologies and materialities of texts and the collaborative and social nature of writing activities. In our courses, students, instructors, and librarians worked together to assemble and recontextualize archival materials through varied lenses and to produce new collaborative and multimodal texts that drew on that material in different ways, not necessarily simply as sources to be cited, but as inspirations for new ways of thinking about the past and future. Using archival research also gave our students the opportunity to think in new ways about how library-based material can produce new questions for exploration and how rare books and manuscripts can inform and inspire textual form and delivery systems in the digital age.

A key question for us was, “What does this kind of focus on textual materiality and physical interaction with primary texts bring to the table for writing pedagogy?” We observed that archival work is not, as typically depicted, solitary. As Matthew A. Vetter has noted, instructors who use the archives must collaborate with the librarians and often with outside organizations in charge of the archives as well; as such the authority in the classroom is dispersed throughout a community that is able to include and inspire the students (2014, 36–37). In each of our courses, we, the instructors, could provide some guidance but not prescribed rules for interaction with the archive, nor could we predict the outcomes of the class research.

The instructor generally curates the archive in an undergraduate setting, encouraging the students to work collaboratively with the texts to decode unfamiliar media. In addition, all work must be done at the archive, in reading rooms with strict rules, all of which takes reading out of the private space and into a social one. In her consideration of how to tap into the social affordances of digital media in scholarly publishing, Kathleen Fitzpatrick (2007) reminds us that “the technology of the book, and the literate public with which it interacted, produced a general trend toward individualizing the reader, shifting the predominant mode of reading from a communal reading-aloud to a more isolated, silent mode of consumption.” Classroom archival work shifts the focus back to reading as a communal act, serving as a model for cooperative writing. Fitzpatrick notes that “texts have thus never really operated in isolation from their readers, and readers have never been fully isolated from one another, but different kinds of textual structures have given rise to and interacted within different kinds of communication circuits.” One of these communication circuits is the work the archivist put into developing an archival collection. A well-developed collection has been built with an eye toward how the material is connected. So, by the time the collection is available to the public, the networks between the materials have already been established. Thus, archival work allows for an alternative “communication circuit” between readers and writers—both a return to more traditional (communal) modes and forward movement toward new modes of communication enabled by new media. In addition, by bringing different but related materials together, the archive allows students to see how diverse texts and types of media are in conversation with one another.

Following these textual considerations, we wondered, “How does archives-centered writing pedagogy promote the kinds of collaborative, curatorial, and recombinatory skills that are critical to digital age composition and literacy?” Building on the idea of archives-centered pedagogy as social and networked production and dissemination of knowledge, archival work in the undergraduate writing classroom also engages students in developing what the National Council of Teachers of English defines as 21st century literacies, including collaborative problem-solving, information management, and multimodal textual analysis and production skills. We were also inspired by the London Recut project, which uses digital film archives to allow communities to co-curate and remix archival material based on affinity and interest. As Recut’s Andrew Chitty notes (2011, 418), “Opening up film and video archives for use (not just viewing) by the wider public may create new narratives and interpretation, but it might also create new uses discovered by the users themselves.”

All of our courses were engaged in a kind of “meta-remix” composing process in that we asked students to mash up, combine, and translate primary source materials in a variety of ways, whether through historical reenactments, creation of mini collections/exhibits, or inspiration for digital textual design plans or their own zine compositions. These meta-remixes pressed students to find sources that provoked them to rethink their preconceptions rather than simply finding sources to use as evidence for preconceived arguments. In what follows, we provide individual case studies of our courses and conclude with some final thoughts on the benefits of archival work in writing courses.

Saxton’s ENGL 1102: “Scandal in the Archives” in First-Year Composition II

I was drawn to the archives and the archival Teaching Fellowship because of the ways in which archival materials demand investigative and engaged interaction. Susan Wells (2002, 58) has posited that the archives “prompt us … to resist early resolutions of questions that should not be too quickly answered”; this resistance might take the form of refusing answers, unearthing new depths or expanses for research, or necessitating new forms of expression to encapsulate its contents. My hope was to find materials that might inspire students to dig deeper into their sources to better analyze and contextualize them, but also to become comfortable with more open-ended research.

I coupled the archive’s lack of closure with the similarly open theme of scandal. Scandals, by their nature, offer a sense of mystery; even from the same smattering of facts, the connections between those facts and conclusions from them vary. Scandals disrupt modes of meaning and, as such, are interesting sites to examine rhetorical and contextual meaning. As Adrienne McLean notes, scandals are “discursive constructions as well as events, and it matters who controls the selection and omission of their narrative details” (2001, 2). Moreover, the culture in which the scandal occurs matters; what might be a scandal in 1900 might not elicit a reaction in 2018. In this way, scandal allows for a thorough investigation of who controls the narrative and how it is received; scandals, the students learn, resist fixed facts but instead show the ways in which meaning is constructed.

The archives and the focus on scandal forced my students to grapple directly with this openness but also to rely on their classmates to build a new network of knowledge. For example, the first scandal we investigated followed the archived media flurry surrounding the disappearance of an 18-year-old servant, Elizabeth Canning, in London in January 1753. Despite the hundreds of witness statements, thousands of pages of speculation, and incredibly detailed court documents, there is no authoritative document revealing the truth of what happened to Canning during the 28 days she was missing. Working in teams, students shared responsibility for the hundreds of pages of texts on the event. Yet, even with the accumulation of information, my students noted that their sources required them to read with a critical and active eye to determine what was important. Such analysis was built through collaboration as each group had to work together to create meaning—filling in factual background for their peers but also offering theories of how best to understand the event.

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Figure 1. Students encounter a carefully preserved edition of Henry Fielding’s treatise supporting Elizabeth Canning as well as Crisp Gascoyne’s defense of Mary Squires. (Image courtesy of Hargrett Rare Book and Manuscript Library/University of Georgia Libraries.)

In addition to researching the scandal, the students were asked to inhabit the texts, taking on the roles of Canning supporters, defenders of the accused Mary Squires, or undecided “jury” members. Borrowing from the Reacting to the Past model, students searched the documents to find evidence and viewpoints that would cast doubt or bolster Canning’s story. Because of the breadth of the archive, group members were forced to collaborate, sharing information and determining a “narrative” of the event or, in the jury’s case, questions about the most puzzling parts of the evidence. This research culminated in a day of gossip as the Canning and Squire supporters attempted to sway the jury. The exercise asked students to take control of the archives and experience the scandal. Ultimately, students reported feeling overwhelmed by the ways archives pushed them to decide what was important in the reading and when their research was “finished” but such ownership of the work also inspired them to more and better research. Likewise, they were able to experience how the Canning scandal spiraled through the act of gossiping. The nature of scandal and the extensiveness of the archive resulted in a break in the pyramid structure of the classroom hierarchy and isolated writing; instead students built a network of information they then accessed in the process of creating new analyses of how the Canning event was reported.

Throughout the semester I repeatedly struggled with how to facilitate student interactions with the physical archive; however, student responses indicated that the physicality of the text was crucial because of its unique ways of provoking questions and revealing gaps in knowledge. Because the 60 total students could not all fit in the archives at the same time and because the archives had more limited access hours, my class used a combination of physical and digital archives, beginning in the special collections and moving into online replications or additions. While the blended method has significant logistical and access benefits, the students preferred their interactions with the hard texts. Looking at the online versions of 1913–1915 newspapers that covered the Leo Frank case, one student complained that the search functions “ruined” the research. The online versions cut out the surrounding articles to show only the searched-for material. The time in the archives, however, had shown the students that not all articles pertaining to the case mentioned Leo Frank but the extensive coverage would often give head-scratching in-depth coverage of a wide range of characters, such as the “Epps boy” who may or may not have seen Mary Phagan on a trolley or the long character pieces on the lawyers involved in the case. The search function, by taking over the investigation, limited the contextual range and sense of discovery the archives provided.

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Figure 2. Image on left shows a full-page view of The Atlanta Constitution; image on right shows the screen view of a targeted search. The targeted search cut out three related articles. (Image courtesy of Hargrett Rare Book and Manuscript Library/University of Georgia Libraries.)

For each scandal, the students strove not just to understand the archives but also to comprehend the ways in which the archives interact with a larger sense of history and culture. The performative aspects of embodying the Canning case forced students to consider contemporary and historical values. Likewise, the class read and created adaptations to continue these discussions. We read a 1947 novel adaptation of the Canning case—Josephine Tey’s The Franchise Affair—and a 1937 film adaptation of the Frank case: Mervyn LeRoy’s They Won’t Forget. In working with these adaptations, students were able to note how each creator approached the archive; Tey shared an anxiety about young women’s sexuality with the original Squires supporters while LeRoy worried about the impartiality of Southern courts as did the northern journalists covering the Frank case. From these adaptations, the students recognized the importance of perspective and audience and the weight that interpretive power can have on the present. They, too, were asked to perform this curation of the archive—creating their own adaptation of one of the scandals. Throughout the semester, the students were asked to remix or immerse themselves into the scandals; in doing so, they engaged in deeper levels of analysis and application in their writing.

Reeves’s ENGL 1102: “Aliens in the Archives” in First-Year Composition II

My objective was to show students the collaborative and symbiotic nature of writing, how composition begets composition, and encourage students to become not just consumers but also active members of writing communities. To do this, I turned to the Hargrett Rare Book and Manuscript Collection and its store of pulp magazines and apazines. Pulp magazines proliferated in the first half of the 20th century and were made up of genre fiction printed on cheap wood pulp paper. In these circulations science-fiction fan culture started. Like all fan cultures, community was a key component, and in this community, the written word became a means of connection. Fans started out writing letters to the editors, then moved to writing letters to each other based on the published fan letters, and graduated to the creation of apazines. Apazines, or amateur press association magazines, are handmade magazines with parts written by individual members, which are then sent to a predetermined editor, who collates the entries and then mails the completed apazine out to members. Science-fiction apazines became an important way for fans and budding fiction writers to communicate about their favorite authors and pulps, plan fan conventions, and make personal and professional connections. Ultimately, the pulps and magazines offer students the chance to look beyond academia and see how composition has shaped culture and how they might join such conversations.

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Figure 3. This issue of Super Science Stories, November 1941, is of particular interest to my students as it includes the first story renowned author Ray Bradbury was paid for. (Image courtesy of Hargrett Rare Book and Manuscript Library/University of Georgia Libraries.)

This science fiction fan community and its connections between pulps, apazines, and authors was new territory for my students. As this contextual investigation is not the focus of FYC, I curated my students’ archive visits. Prior to our first visit, I divided students into six groups, with each focusing on a specific pulp writer. When they arrived at the library, the pulps that contained their author’s writing were waiting for them. For this first visit I had them focus on the pulp as an item. They examined the construction, paper and font type, use of color and art, and type and placement of ads. As a group they analyzed what these elements told them about the time period in which the pulp had been published and the intended audience. Such close interaction with the materiality of the text disrupted students’ conceptions of “acceptable” writing communities and forms, providing a clear example of how writing communities create their own ethos and voice.

This wide-ranging first visit was coupled with an in-depth read of a full pulp. The students returned to the reading room on their own and read their pulp from cover to cover in preparation for two short papers: a starred review of the pulp and an analysis of the part their pulp played in building a writing community. Before they began this second paper they were introduced to the libraries’ apazine collection. As Hayden (2015, 421) notes, one way to include the productive pedagogy of the archive in first year composition courses is through “smaller-scale projects … [involving] primary research or work with particular documents or collections.” As with the first visit, I curated their interaction with the apazines, so they would be looking at issues that had connections to their pulp. Both the apazine and the pulp collections have thousands of entries and no guiding information. While the possibility of not finding what you are searching for is an important part of archive learning, the goal of this class is to improve student writing through the archives—being able to navigate the archives is secondary. To do otherwise at this level and with these time constraints would result in students’ frustration, failure, and resentment toward the archives and composition.

After the short papers were completed, students made two collaborative apazines and engaged directly in the communal process observed in the archives. The first apazine was made up of responses to archive resources. As a class, students drafted the rules of their apazine (i.e., entries can’t be over 500 words; Courier font only; graphics required), designed cover art, and voted on a title. Each student then revised one of their earlier papers, which became their apazine contribution. On the due date, each student brought 22 copies of their entry to class, which were then collated, and each student received a hard copy of the class apazine. The rest of class period was then spent in reading and conversation about the apazine. The second apazine was composed of responses to and interactions with their peers’ apazine writing. A student might write a response to a review of a story they hated but their peer loved, express admiration for a well-analyzed connection, or build on the research started by a peer. Each student entry had to be in conversation with an entry from the first apazine. In this way students were not just consumers of archival material but were producing writing that will itself be archived—at the end of semester, the apazines were donated to the University of Georgia’s Lamar Dodd Art Library. By making their own network of connected writing, students were able to experience the social nature of writing and produce a new archive of zine art.

Printed pages, bound with a ring; top page includes a landing spaceship and a bulldog mascot.

Figure 4. Finished class apazine. The title, “Dawn of the Dawgs,” is an amalgamation of science fiction and University of Georgia culture.

Davis’s ENGL 4832W: “Rare Books and Book Technology” in Writing for the World Wide Web

The relevance of archival research for many of the upper-level writing courses I teach was clear from the start of my time as an archival Teaching Fellow, but the course that I ultimately structured around a major archival research component was Writing for the World Wide Web. Writing for the web is not simply about content creation. I have to prepare students for a future in which machines join us as readers and writers in networks, engaging in processes of pattern recognition. Writing for the Web has to focus not just on content production but also on how to work with and against algorithms, software, data, and metadata, as well as helping digital media authors understand themselves as participants in a network of distributed cognition.

The Hargrett Rare Book and Manuscript Collection presented a wealth of material that would intersect nicely with one of our texts, Naomi Baron’s Words Onscreen: The Fate of Reading in a Digital World. My goal was to foreground the problem of writing for online readers—readers who, as Baron’s research indicates, aren’t so much reading as scanning, skimming, and clicking quickly away to the newest, the now-est, the next. I focused on this problem of “not-reading” (or, in web lingo, TL;DR) in this course as the major design problem for writers in the digital age to solve, a problem that will, if we do not think carefully and critically about how to foster effective reading onscreen, have significant consequences for literacy and knowledge. In past semesters, I have drawn extensively on Murray’s conception of the “Four Affordances” of digital media to foster a design thinking approach to digital textual composition. In this course, I put Murray and Baron’s ideas into conversation with the history of the book as a material object in hopes of creating productive thinking about digital textual design. In addition to Baron’s text, I included Nicole Howard’s The Book: The Life Story of a Technology, in order to provide students with an accessible history of the book and to emphasize the connection between technologies of reading and writing. This combination provided the framework for an examination of the examples of book technology and its evolution contained within UGA’s Hargrett Rare Book and Manuscript Collection. Essentially, the course would foreground the way technologies enable particular kinds of textual production which, in turn, produce particular kinds of reading and writing practices—practices that ultimately have wide-ranging cultural effects.

I developed a design project that asked students to use rare books from the collection as inspiration for an innovative digital textual design concept. The Hargrett holds a wide range of texts—everything from early print incunabula to conceptual artists’ books—that would require them to reconsider their understanding of what a book is, as well as the kind of literacy practices that different types of texts cultivate. The project involved several components including a depiction of the text’s design (visuals, description/explanation, written manuscript of text); an analysis of how the design plan remediated features of the inspiration text and drew on digital media affordances; and a critical reflection on their design process. Additionally, we needed to connect the dots between the inspiration texts from the archive. To achieve that aim, we created a digital exhibit using Omeka, not only because it allowed us to create a public-facing product, but also because it introduced students to metadata, both conceptually and practically. Collectively “curating” and framing an exhibit of the archival material and working with the common vocabulary of Dublin Core Metadata standards would give us a final collaborative project to present to the Special Collections Library faculty as well as other interested faculty members and students.

My own work as an instructor consisted largely of facilitation and research: I searched the archives, in consultation with a Hargrett librarian, for an initial collection of material that would represent a range of rare book items. On our first visit to the library, I gave each student an item to review along with a worksheet that asked them to consider several questions about the material aspects of the book they were examining and how it fostered or constrained different kinds of reading practices.

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Figure 5. The prompt worksheet for Spring 2018 Writing for the Web students’ first visit to the Special Collections Library, asking them to explore and consider material properties and reading practices as they examine rare book items from the Hargrett Collection.

For our second visit, I asked students to tell me the kinds of texts they found most interesting from our first visit and, additionally, to provide an initial idea for their project that would help guide our archivist and me in curating a second collection of material for another round of hands-on exploration. We provided students with a tutorial on how to search the Hargrett collection themselves so that they could request additional material for viewing on their own. We also visited the Digital Arts Library Project, a collection of “legacy computers and video game systems as well as a collection of electronic literature pieces, digital interactive narrative pieces, and video games” (Digital Humanities, n.d.), and a copy of Raymond Queneau’s (1961) Cent mille milliards de poemes, a print precursor of digital media’s procedural affordance. Eventually, each student found a rare book (or two) that served as the primary inspiration for their design concept and they were each responsible for entering the information about the book (along with their own images taken during their time with the book at the library) into the Omeka site I set up at my web domain (having given each of them contributor access). For that exhibit, I also worked with the students to develop a conceptual frame for the project that would ground the exhibit in the concepts and scholarship that we were working with throughout the semester and, on the last day of class, we presented our work to an audience of interested colleagues. The event gave students a chance to engage in dialogue about their ideas and design process.

Title reads 'Translating, Transitioning, Transcending: Rebinding the book for digital reading.'

Figure 6. The collaboratively-produced promotional flyer for Writing for the Web’s end-of-semester exhibit of the design concepts inspired by rare book material.

Discussion

Our experiences suggest that archival work in the writing classroom facilitates greater interaction between the material properties of written texts and the students, while fostering collaborative curation. These collaborations add to or create new collections that are, in a sense, adaptations of the original archives. Reframing archival material in these ways makes new connections or linkages between seemingly disparate materials and reinforces the social and networked nature of knowledge production and a re-conception of how to use source material for remixing and remaking.

While our courses took us in diverse directions in terms of archival material and foci, the materiality of the archival texts played a large role early on for all of us. Pulps are characterized by colorful, larger-than-life covers that demand attention, as do the daring conceptual artists’ books and texts produced during the early days of printing press technology. These texts forced the students to reconsider how materiality affects reading practices. More eye-catching in a different way, the postcard that depicted Leo Frank’s lynching put students in physical contact with brutal history. This type of active learning pushes students outside their comfort zone and puts them in situations that require them to consider class content and apply that thinking toward course goals and their lives. Students began to see themselves as “scholar adventurers blowing dust off documents that could contain mysteries, answers, or maps of the past” (Norcia 2008, 107). It’s clear this technique relies heavily on critical and analytical thinking, which in turn improves and fosters strong writing skills (Bernstein and Greenhoot 2014; Gingerich et al. 2014). Perhaps even more important, it exposes students to a whole new world of composition. The inclusion of apazines, letters, and art projects in the archives showed students the legitimacy and value of such unconventional writing.

As each class progressed, students used the skills gained from archival research to recalibrate and restructure composition. Working with a physical text, as Kara Poe Alexander (2013) found when she incorporated scrapbooking into her first-year writing course, teaches “students the concept of affordance and demonstrates to them how materiality impacts design, composition, and rhetorical choices; it also provides a low-key, low-stakes entry into multimodal composing and reflexivity on the rhetorical decision making process.” A material example of the mingling of words and art/bookcraft gave students the tools they needed to compose their own multimodal projects and move from the page to the screen, without losing what made the original art projects unique. While Reeves’s students took advantage of the do-it-yourself nature of zines to produce their own, Davis’s students were unable to actually produce the digital texts they designed, lacking the advanced programming and coding skills necessary to bring those conceptual plans to life. This foregrounds again the social and collaborative nature of digital textual composition in which skilled programmers and visual artists might be required to actually produce an interactive digital text, just as a community of specialized craftsmen was needed to produce early print texts.

Ultimately, through both research and writing, the insistence on a more open, flexible network of knowledge remained key. This is perhaps best illustrated through one of the texts that several students in Writing for the Web found particularly compelling—a copy of Queneau’s (1961) Cent mille milliards de poemes. This mid-twentieth century precursor to the digital hypertext demonstrated the way that a single text can be remixed and reconfigured to provide an interactive experience for readers. That concept of interactivity became a key goal for Davis’s students’ design projects as they discussed the ways that the rare book material from the archives provoked a sense of pleasure in discovery and exploration. Janet Murray identifies this kind of pleasure in the text as an effect of careful design in her definition of the Procedural Affordance of digital media: “Procedurality and participation are the affordances that create interactivity and visible procedurality combined with transparent participation creates the experience of agency for the interactor, a key design goal for any digital artifact” (n.d.). In each of our classes, the experience of working with archival materials provided an experience not unlike that of “reading” Queneau’s text in which the ability to recombine and reconfigure the sonnets results in a sense of endless possibility for construction and reconstruction of meaning.

In her argument for “textual curation” as a unique “category of compositional craft,” Krista Kennedy cites Johndan Johnson-Eilola’s (2005, 134) contention that “Creativity is no longer the production of original texts, but the ability to gather, filter, rearrange, and construct new texts” (quoted in Kennedy 2016, 176). As in the Pop-Up Archives Project Jenny Rice and Jeff Rice facilitated at the University of Kentucky, our students curated experiences of archival material whose goals were “neither preservation nor a totalizing narrative” (2015, 247), but recontextualizations that, as in the conception of curation in the art world, put forward new arguments. Thoughtful curation requires immersion into larger conversations about issues and discernment about what is relevant and important in order to generate further discussion by “customiz[ing] archives toward their own ends” (Enoch and VanHaitsma 2015, 221). This year our students created their own handmade apazines, designed concepts for interactive digital texts, and performed reenactments of historical scandals. In each instance, they were asked to use historical materials throughout the compositional process, from the starting point of invention, all the way to the delivery of their ideas through curated performance, exhibits, and portfolios that present new understanding or expose new lines of inquiry.

We have come to consider archives-centered writing instruction as a pedagogy of remix, curation, and appropriation in which students are faced with a set of materials that may be vast and yet incomplete—an archive filled with gaps and unanswered questions that, like Queneau’s sonnets, can overwhelm with a sense of infinite possibility and insistent lack of closure. As scholars of digital culture have long insisted, remix is the foundation of knowledge construction and creative production. We each asked our students to discover ideas and compose new texts through a communal process of appropriation and reconfiguration that resulted in an awareness of what Neal Lerner (2010) has framed as the incompleteness of histories (203) and in, we hope, a reconsideration of what writing and textual form mean in the 21st century digital age. For student writers, exploring a variety of historical texts can decenter their conception of what constitutes writing or textual form, as Wells (2002) notes when she claims that “[a]rchival study of other kinds of texts also broadens our own sense of how difficult it is to write in new and untried ways” (59–60). That awareness is critical as we continue to chart the waters of digital writing at this particular technological moment. Digging into the past, we find in the archive a pedagogy well-suited to the future of writing.

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About the Authors

Elizabeth Davis is the Coordinator of the Interdisciplinary Writing Certificate Program at the University of Georgia. In her teaching and research, she focuses on experiential learning in the writing classroom, digital rhetoric and storytelling, and ePortfolio pedagogy and assessment.

Nancee Reeves is a lecturer at the University of Georgia, where she teach literature and writing. Her research interests include science-fiction and how it shapes and is shaped by social policies.

Teresa Saxton is a lecturer at the University of Dayton, where she teaches classes on writing and eighteenth-century literature. Her current pedagogical projects are interested in bringing together the archives, public writing and advocacy.

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Video Essays and Virtual Animals: An Approach to Teaching Multimodal Composition and Digital Literacy

Abstract

This article explores the pedagogical goals and student artifacts from a first-year composition course that provides students the opportunity to analyze interactive technologies—including video games—as rhetorical texts. As an approach to teaching digital literacy and multimodal composition, this course addresses the question of how to teach students to analyze not only the content of new media, but also how the design of social media platforms and video game mechanics persuade users to act and understand in circumscribed ways. More specifically, this article describes the process of assigning students a video essay project that requires them to articulate and defend a sustained argument about how a video game represents nonhuman animals. As a multimodal medium, video essays can provide a record of interaction between students and human-to-software interfaces, including video games. By analyzing how and why video games afford possibilities for interaction with virtual animals, the student artifacts examined here demonstrate students’ recognition that interfaces are constructed to achieve rhetorical ends. It is my intent that such recognition serves as a gateway for students to begin approaching everyday texts as rhetorical, that is, as working to incline them to persuasion and, by extension, certain patterns of thinking and behaving.

Introduction: Course Overview and Objectives

I teach a first-year, multimodal composition course at the Georgia Institute of Technology themed around interactions between animals and technology. I titled the course “Technocritters, or Animals and/as Technology.” Broadly, the course aims to develop students’ skills in multimodal communication (including written, visual, oral, nonverbal, and electronic communication) through an emphasis on process and rhetoric. As the second course in Georgia Tech’s two-semester first-year composition sequence, students should arrive in my course having been introduced to basic rhetorical concepts and strategies for effective communication. One of the “animals and/as technology” theme-related areas we study is the impact of new media on representations of animals. We ask questions such as: When and why does new media represent animals? How do the social media interfaces we use to access and share images of animals shape our understanding of them as food, pets, or pests?

For a STEM-focused institution like Georgia Tech, many of the first-year students I encounter plan to study in fields that will require that they utilize existing technologies and engineer new interactive computer systems for both specialized and public audiences. Consequentially, a course themed partially around a rhetorical analysis of computer-mediated communication helps increase engagement in a course students widely regard as “required” but not desired. Further, digital literacy skills are increasingly essential for all first-year college students, particularly given the near-ubiquity of interactive technologies in students’ academic, workplace, and recreational lives. Even writing programs and composition courses that prioritize traditional genres of academic writing must take notice of the rapidly growing rhetorical influence of new media on students learning to write, read, and think in the twenty-first century.

Digital Literacy… with Animals

At the beginning of each section of this course, I take an informal survey to learn a little about students’ personal histories, including their personal experiences with animals. As a group, we establish students’ prior knowledge about animals as a baseline for their exploration of animals in new media. Such a baseline enables us to raise questions such as: To what extent do animals in new media challenge or reinforce my previous assumptions about how animals look, move, think, and feel? How can and should humans interact with them? What are animals “for”? Almost all students enter my courses having had experiences with animals typical for young adults from non-rural areas of America. That is, few have first-hand experience with animals beyond their family dog or cat. Between two and three students may have experience riding horses, hunting deer or small game animals, or tending to farmed animals. Nearly all students have visited at least one zoo or amusement park that displays captive animals. Several students (between 4-5 each semester out of 75) have worked with or are currently working with animals in a laboratory setting: always mice. Finally, very few students—roughly three out of 75 every semester—identify as vegetarian or vegan. Therefore, most students are familiar with animals as products for consumption, even though, by students’ own admission, they do not readily make the association between the sliced meat on their lunch plates and animals.[1]

After students identify their personal history with animals, I prompt them to consider how varied media forms affect their understanding of animals, particularly nonhuman behavior and appearance. Students are quick to admit to consuming new media texts—including memes, Instagram profiles, and videos—as a source of “information” about animals. At the time of this writing, dogs and puppies (or, per the language of doggolingo, “doggos” and “puppers”) enjoy wide popularity across social media platforms. Cats and kittens (including Grumpy Cat, Maru, and the many Lolcat variants)—a variety of companion animal once nearly synonymous with digital image virality—persist in students’ vocabulary. That said, some students go so far as to claim that internet cats are “outdated.” Such recognition on their part—internet trends come and go rapidly—is an important insight: it helps students recognize that patterns of representation—such as the once-ubiquitous new media portrayal of house cats as playful, erratic, and cute—are neither fixed nor inevitable. As Sarah Warren-Riley and Elise Verzosa Hurley suggest, even when it comes to cat memes, “Liking, sharing, or reposting a cute cat meme does result in advocating specific values and ideologies (regardless of whether the individual agrees with those values) and results in something (in this case, the reinforcement of Western values that cats are cute house pets)” (Warren-Riley and Hurley 2017). By asking students to consider the frequency with which certain animal behaviors are visually depicted and shared through new media, I want to encourage them to consider how pervasive but undertheorized texts like cat memes advance ideologically-laden understandings about the subjects those texts represent, such as which nonhuman species should be treated variously as “pets,” “pests,” or “food.”

Developing students’ digital literacy additionally requires that students consider how computer interfaces facilitate and constrain the actions they perform in digital environments. My use of the term “interface” refers to the programs (such as applications and software) and hardware (including a mouse, keyboard, and display screen) that enable interaction between computers and people (rendered through said interaction as “users” or, for video games, as “players”). When it comes to a rhetorical study of new media, students must consider not only the content of new media (the memes themselves), but also the means through which such content is disseminated (interfaces that include but are not limited to those of social media). Because the interfaces of social media make sharing content easy, for example, students are likely to consider the act of “liking,” “retweeting,” or “upvoting” a piece of internet content “mundane and routine” and, by extension, inconsequential (Warren-Riley and Hurley 2017). To challenge the notion that the act of sharing content online is meaningless, we might ask students: what is the relationship between the popularity of animal images on the internet and the ease with which we share those images?

The pervasive tendency for humans to project meaning onto animals’ often inscrutable behaviors and expressions works in tandem with the seeming effortlessness involved in sharing content on social media platforms. Joseph Anderton (2016) advocates for such a contextual assessment of internet memes, writing that the meme’s “ability to pervade privy groups cements non/human animals in facetious material and renders them vacuous figureheads subsidiary to human meanings” (142). That is, the represented animal, rather than the meme itself, is rendered vacuous by the form’s popularity across web platforms. Memed animals become flexible signifiers for a range of human expressions and desires, a flexibility that advances an understanding of animals as a kind of bare material upon which human meanings can be inscribed. Here, the ease of sharing content online encourages the proliferation of texts and genres with highly malleable semiotic potential.

This image of “Chemistry Cat,” a popular meme, depicts an all-white cat, wearing black-rimmed glasses and a red bow tie, seated in a chemistry laboratory. The cat is surrounded by beakers and flasks filled with blue, green, yellow, and red fluids. The chalkboard in the background displays silly equations involving mice, milk, and cheese as the variables. The text on the image reads, in all caps, “I’d tell you a chemistry joke… But all the good ones Argon.”

This example of the “Chemistry Cat” meme demonstrates how cultural values and assumptions inform animal memes. For example, the cat’s white fur resembles a white lab coat, her glasses serve as a cultural signifier of intelligence, and her bow tie implies the traditional representation of men as scientists.

Teachers of digital literacy and rhetoric are therefore faced with a two-part challenge. First, students must learn to recognize how new media representations, such as the cat in the cat meme, reinforce variable—that is, both prevailing and niche—cultural values. Second, students must learn to recognize and consider how the interfaces that enable the circulation and popularization of certain representations are themselves built to encourage and facilitate a particular set of user actions. Asking students to consider how interfaces encourage, facilitate, or reward certain user actions and behaviors enables them to perceive interfaces as rhetorical. The range of social media platforms that students interact with every day can serve as a reliable starting place for students to begin this process of recognition. I have found, for example, that students are quick to recognize how social media platforms encourage users’ public affirmation of posted content (via the “like” function on Instagram) as well as the broader sharing of that content (such as “retweets” on Twitter).

Students’ examination of how they interact with computer interfaces should not and cannot end with a consideration of social media, however. Computer interfaces endeavor to conceal their function as rhetorical texts, that is, their own status as persuasive tools that influence user behavior. As Lori Emerson (2014) underscores, “interfaces themselves and therefore their constraints are becoming ever more difficult to perceive” as contemporary technology seduces us with feats that seem at once “wondrous” and magical (x). To be sure, the range of interfaces with which students interact on a daily basis are varied and quickly changing. Many college students own at least one if not multiple personal computers (including laptops, tablets, and smartphones) for both academic and recreational use, and their experience of those interfaces—except, perhaps, when they fail to work seamlessly—are likely to go largely without much or any critical inspection. Teena Carnegie (2009) argues that teachers and students of writing must learn to talk about the often invisible or “natural”-seeming work of interfaces (166). For Carnegie, as interfaces work continually to engage the audience through interaction, they create “higher levels of acceptance in the user,” acceptance that leads to the increased invisibility of the interface itself (171). In consequence, increasingly taken-for-granted interfaces make users more susceptible to persuasion and more likely to “accept the messages contained within the content, to continue to use a particular site, or to perform certain actions” (171-2). To my mind, that interfaces both render themselves invisible and dispose users to accept messages make the study of the rhetorical work of interfaces essential to developing students’ digital literacy.

Why Video Essays?

A video essay project like the one I assign in my multimodal composition courses presents not only an opportunity for students to practice strategies of analysis and argumentation, but also the opportunity to reflect on how software interfaces ask them to behave. Like written essays, video essays should make a clear argument. Additionally, video essay creators must consider how audible and visual registers reinforce, elaborate on, conflict with, or distract viewers from the essay’s argument. Therefore, successful video essays take seriously how the combination of moving images, still images, oral narration, and a revised, written script can work together to facilitate audience comprehension. Moreover, assigning students a video essay project provides one way for them to practice composing in all of the modes of communication.

As a form, video essays are particularly popular as an emergent form of film criticism. Rather than rely on written descriptions or even screenshots of filmic features, film critics increasingly turn to video essays for their ability to present for analysis the complex visual and nonverbal features in films, features that include lighting, shot design, sound, and costume. To show students the wide range of approaches to video essay design that critics take, I offer them writer Conor Bateman’s “The Video Essay as Art: 11 Ways to Make a Video Essay,” a brief, introductory text useful for its discussion of varied video essay forms as the vlog, scene breakdown, and desktop video. Then, to demonstrate how digital media critics have turned to the video essay for the purposes of making arguments supported by visual evidence and gameplay analysis, I refer to Anita Sarkeesian’s series “Tropes vs Women in Video Games” on the website Feminist Frequency.

Thanks to screen-capture software (including free tools such as Open Broadcaster Software), students can record particular moments of interaction between themselves and software interfaces for later use in video essay arguments. After recording, students can review their documented interactions and analyze them. To be clear, the aspect of the video essay project that requires students to record their interactions is, to my mind, essential. The process of recording footage for the video essay and then constructing an argument using that footage asks students to critically assess how software interfaces incline them to behave in particular (and variously circumscribed) ways. The process of recording, reviewing, and analyzing also has the effect of making students more interface-savvy. That is, after recording their actions in one interface, they may become more likely to reflect on how their actions in other systems could undergo similar analysis.

Why Video Games?

Video games as persuasive texts lend themselves well to student analysis of the often hidden rhetorical implications of software interfaces. More explicitly than the social media interfaces mentioned above, video games as software ask players to behave according to a set of rules or constraints in order to advance or “win.” Relevant to the “animals and/as technology” theme of my course, video games present strong arguments for how players should interact with and, by extension, regard the animals they encounter within game worlds. In response, I ask students to explore how players can interact with animals in games as a means to uncover the implicit or explicit arguments video games make about human-animal relationships. For example, students raise questions such as: what forms of interaction between humans and animals does the game afford me, the player? How easy does the game make it for the player to facilitate that interaction? Is the interaction sustained, or brief? What is that animal’s function in relationship to the player and/or to the game’s narrative? Is the player required to kill or otherwise manipulate the animal to proceed with the game? Can the player mount the animal and use it as a form of transportation or to enhance the player-character’s mobility? Can the player take the role of an animal by guiding it in the first person (as in simulator games)? When the player assumes the role of an animal, what abilities does the animal have? Do the rules of the game change when a player inhabits the role of an animal?

These questions encourage students to consider how the interactive possibilities between player and virtual animals reproduce or challenge pre-existing assumptions about animals in industrialized societies. As Adam Brown and Deb Waterhouse-Watson (2016) remind us, “To varying degrees (but always to some extent), human beings learn about other animals through the symbolic status attributed to them through cultural products, and this frequently involves the naturalization of anthropocentrism.” Anthropocentrism, or the human tendency to privilege the wants and needs of Homo sapiens above the wants and needs of all other forms of life, certainly informs the design of many video games. However, playing video games does not always necessitate that players passively accept anthropocentric interactions with animals as an inevitable requirement for play. With his concept of “procedural rhetoric,” Ian Bogost provides a precise term for how video games encourage (while often allowing for degrees of freedom to resist) a particular manner of interaction between player and game world. For Bogost, “video games can make claims about the world. But when they do so, they do it not with oral speech, nor in writing, nor even with images. Rather, video games make argument with processes. Procedural rhetoric is the practice of effective persuasion and expression using processes” (Bogost 2008, 125). Processes comprise the rule-based systems by which games as computer software unfold as well as the rules that constrain the actions of players. Asking about the “rules of the game” or how and why a game constrains and incentivizes player interactions with particular game features attunes students to the ways games-as-interfaces construct rhetorical arguments.

Scaffolding Game Analysis

Before we begin playing games and analyzing the arguments they make, I provide students with an illustrative model of academic video game criticism: Gary Walsh’s (2014) article “Taming the Monster: Violence, Spectacle, and the Virtual Animal.” By seeing video game criticism in action, students recognize that their video essay projects can contribute to a visible, existing conversation in humanities disciplines. Walsh argues that “videogames create a space in which virtually anyone can commit acts of violence without being registered as such,” that video games be read as opportunities for players to subject animals to violence and to read their own actions as strictly entertainment (22). Many students initially resist Walsh’s argument. Their inclination is to dismiss the implications of game processes that reward violent interactions with nonhuman animals, suggesting instead that games are unworthy of the careful scrutiny provided more transparently rhetorical texts. Indeed, the phrase “But it’s just a game” circulates during the session we consider Walsh’s work. Working through Walsh’s essay, I urge students to examine their reluctance to 1) read video games as argumentative, and 2) consider their actions as players as participating in an argument constructed by interface with a set of game rules. With students, I ask: why does the pleasure we take in video games’ fantasy spaces preclude a critical examination of the way games rely on existing ideologies and ways of interacting between humans and animals?

To give students practice formulating critical questions about games’ rhetorical choices while also thinking about how games ask them to behave as players, I require students to play a series of free-to-play games that involve animals. Asking students to play a set of preselected games prior to their in-depth interrogation of a single game for their video essays serves two important instructional purposes. First, these games help familiarize students with common video game genre conventions. One represents a “casual game”; another lets us explore the conventions of the “first-person shooter.” By introducing students to some of the basic video game genres, even students relatively unfamiliar with game genre conventions can draw on their experiences playing these free games as a foundation for the more sustained rhetorical analysis of game conventions and rules that they undertake soon afterward. Second, I select the initial games students play because of the illustrative way each game represents animals. Rather than offer complex representations, these games are simple both in terms of controls and argument, making them excellent starting points for a more in-depth interrogation of how games make claims about animals.

For example, one of the free games I ask students to play, Linksolutions’ Pets Fun House, represents a “casual” game in which players assume the role of a new pet shop manager. Pets Fun House asks players to feed, water, and clean up after an expanding collection of dogs and cats with the objective of selling those pets to impatient shop customers. As the game proceeds, players’ in-game profits can purchase increasingly larger shop facilities and a wider range of dog and cat breeds to exchange for additional profits. After playing Pets Fun House, I can reliably anticipate that students will respond eagerly to the question: “What argument does this game make about animals?” That is, after playing the game, students identify, at minimum, that 1) Pets Fun House reduces animals to commodities, and 2) Pets Fun House simplifies the needs of companion species, the player needing only to click once per creature to alleviate hunger, thirst, and waste (the three needs that must be satisfied to successfully prepare the animals for sale).

In another of the free games I require students play, DroidCool.com’s Deer Hunter 3D (2015), students become acquainted with the genre of the first-person hunting simulator. In this game, players must shoot an increasing number of deer before time runs out in order to proceed to the next level. Each deer in the game looks and behaves identically to every other deer: they pace across the screen and remain blissfully unaware of the player’s approach. The game’s simplified representation of deer appearance and behavior prompts students to identify that this game promotes the idea that animals are repetitive, instinctual machines. Further, since the player must slay as many deer as possible within a narrowing time frame in order to proceed to the next level, students quickly see how the game’s deer have a single purpose: to “die.” The game portrays its animals not only as machinic obstacles to overcome, but also as morally and physically simple to eradicate. Here, the simplicity of the game’s interface—point and click to shoot without the need to reload or take cover in features of the landscape—implies that the act of killing deer is both easy and straightforward and, consequently, does not require player reflection. As we saw with animal memes, the ease with which video games as interfaces can make an action possible—here, the ease with which Deer Hunter 3D makes it possible for a player to kill deer—is instructive for students as they consider the rhetorical work of interfaces in general.

Work and Play: The Video Essay Project

For the image-based version of the video essay project assignment sheet, please click here.

For a text-only version of the assignment sheet, please click here.

The student artifacts included below comprise a representative sample of the video essay projects students submitted during the past two semesters of this course. Briefly, this project requires students collaborate in groups of 4-5 members each and choose a Steam-based video game to analyze from a list of games I briefly pre-screen for cost and content. Assigning a game available through Steam, a game distribution platform for personal computers, streamlines the requirement that students record their gameplay. Additionally, I tell students that their video essays should not “review” their chosen game. Rather, their video essays should analyze the game’s rhetoric and make an argument about how the game represents animals.

Importantly, I require that students compose their video essay projects for a public audience: students must upload their completed video essays to YouTube and list them as “public.” This requirement has two important pedagogical benefits. First, composing for a public audience allows students to become active knowledge producers, not simply passive consumers. That is, public video essays enable students to contribute their voices, interests, and, by the end of the process of analysis, expertise to an existing network of positions and ideas. Second, I find that students not only produce better work when composing for outside-the-class audiences, but also make more connections between the work we do in the classroom and communication practices in the “real world” when required to produce public-facing work. They see how the work of rhetorical analysis, for example, can influence and inform others. Centrally, a public-facing project teaches students a fundamental concept like the rhetorical situation by providing them a “real” audience to persuade.[2]

Finally, this project requires students to draft and revise a rough script and storyboard for their essays. Their script organizes the scope and structure of students’ voice-over narrations; it also emphasizes the importance of clear, succinct writing in projects that seem at first glance to prioritize visual and electronic modes of communication. Indeed, assigning a multimodal project like a video essay does not alleviate or dismiss the need for students to consider how and why certain “moves” in their persuasive texts become rhetorically effective. For example, student-produced video essays like Essay I on Giant Squid Studios’ 2016 game Abzû present widely-recognized indicators of an effective argument, such as discussion of counterexamples. In addition to the students’ discussion of counterexamples, Essay I demonstrates students’ attention to how the game’s mechanics (or rule-based systems) affect how players think about the role of animals in the game. Against their primary argument that the game promotes a “genuine connection” between player and virtual animals, students analyzed how the inclusion of the mechanic of “riding” animals (see between 4:23 and 5:00 in Essay I) violates said connection. They explain:

By latching on to these creatures, you can take control of their actions and use their bodies to your own benefit…The animal gives up its autonomy…establishing a hierarchical relationship…By riding these creatures, you create temporary and superficial bonds that disappear once you let go.

This piece of analysis demonstrates the thoughtful associations that students developing digital literacy skills can establish between game interfaces and game arguments. Specifically, students here articulate their perception of a link between the interface-afforded opportunity to “ride” animals in the game and the “hierarchical relationship” between human character and nonhuman animal such a rule implies.

Essay I:

Abzú Video Essay
Mairead Gawryszewski, Carlos Gabriel Velazquez Sierra, and three anonymous students created Essay I.

 

In Clip I, students explain how Might and Delight’s 2013 game Shelter restricts player movement to incline players to think about the badger cubs placed in their care. This clip shows not only students’ rhetorical awareness (insofar as they address audience members directly by telling them which visual features of their gameplay footage to pay attention to), but also their astute attention to the relationship between the rules of the game and how those rules persuade players to feel a certain way: in this case, to invest emotionally in the badger cubs.

Clip I:

Shelter Video Essay Clip
Dylan Pirro, James Forsmo, and three anonymous students created Clip I.

 

Many of the most effective multimodal arguments take seriously what a given medium affords in terms of opportunities for persuasion. Throughout Essay II, students use a combination of gameplay footage, video, and overlaid graphics to enhance their argument about how the visual and mechanical simplicity of Chris Chung’s 2013 game Catlateral Damage creates a fantasy of carefree nonhuman embodiment for the player. A particularly rich example takes place during 3:39 and 4:25 of Essay II. Here, students demonstrate their understanding that showing an image of a “cockroach” and “spider” followed by a series of clips of house cats provides a visceral visual reminder that we very often value the lives of (cute) animals over others. Such a difference in species’ implicit value, students claim, is central to the lack of a death mechanic in Catlateral Damage, a game they claim is largely about causing destruction with no fear of consequences.

Essay II:

Catlateral Damage Video Essay
Joo Won (Michael) Lee, Ryan Pickart, Matthew G. Weissel, and two anonymous students created Essay II.

 

As a final example, Essay III demonstrates students’ recognition that games can make culturally-specific arguments. Throughout Essay III, students analyzed how developer Upper One Games translated interactions between indigenous Iñupiaq culture and nonhuman animals into the game interface of Never Alone (2014). Students saw such translation occur through what they termed the “equal but different” representation of the game’s human and fox protagonists. From 5:35 to 6:59, Essay III provides a particularly astute analysis of how game mechanics can construct one argument while a game’s narrative can construct another, contradictory argument.

Essay III:

Never Alone Video Essay
Maya Flores, So-Ying Ester Chang, Kia Clennon, and Elizabeth Stephens created Essay III.

 

Despite the success of many of the video essays I received, issues that teachers of persuasive writing will be familiar with still persisted in some cases. For example, some essays did not provide sufficient evidence to support students’ claims. In other essays, students failed to articulate a clear and straightforward argument. Moreover, it is worth pointing out the ample hardware and software resources available to students at Georgia Tech as they play their games, record their footage and narration, and edit their essays. I recognize that such resources are far from universally available. Even with these challenges in mind, I am encouraged by the work students have accomplished in these video essays, and I will continue to adapt this project to help students analyze other forms of interactive technology in the future.

Reflection and Conclusion

Looking back at the results of the informal survey I administer to assess students’ familiarity with animals, I am impressed by the wide range of interpretations students developed in their video essays, interpretations unlikely to have emerged from attempts to simply apply their prior knowledge of human-animal relationships. Richard Colby, Matthew S. S. Johnson, and Rebekah Shultz Colby (2013) suggest that video games constitute “exemplar multimodal texts, aligning word, image, and sound with rules and operations constrained by computer technologies but composed by teams of writers, designers, and artists to persuade and entertain” (4). Even so, after analyzing survey data of texts selected by writing teachers for use in writing courses, Johnson and Richard Colby (2013) found that “video games are…neglected as texts to be analyzed” despite statistics that show “the sheer number of gamers and the magnitude of the game industry” (87). By bringing video games into the first-year composition classroom, I witnessed students moving away from their initial impulse to regard everyday texts as innocent and undeserving of critical inspection. An overwhelming majority of essays showed students performing thoughtful, in-depth analyses of texts with rhetorical content that once seemed invisible. As regards nonhuman animals, too, an examination of video games may train students to consider their acts of “interfacing” with animals both virtual and actual as worthy of curiosity and reflection, especially if a particular form of interaction seems only natural.

Bibliography

Anderton, Joseph. 2016. “Cyberbeasts: Substitution and Trivialization of the Animal in Social Media, Memes and Video Games.” In Screening the Non/Human: Representations of Animal Others in the Media, edited by Joe Leeson-Schatz and Amber George. New York: Lexington.

Bogost, Ian. 2008. “The Rhetoric of Video Games.” In The Ecology of Games: Connecting Youth, Games, and Learning, 117–40. Cambridge, MA: The MIT Press.

Brown, Adam, and Deb Waterhouse-Watson. 2016. “Playing with Other(ed) Species: Games, Representation, and Nonhuman Animals.” Ctrl-Z: New Media Philosophy, no. 6.

Colby, Richard, Matthew S. S. Johnson, and Rebekah Shultz Colby. 2013. “Introduction: Rhetoric/Composition/Play through Video Games.” In Rhetoric/Composition/Play through Video Games: Reshaping Theory and Practice of Writing, 1–8. New York, NY: Palgrave Macmillan.

DroidCool.com. (2015). Deer Hunter 3D.

Emerson, Lori. 2014. Reading Writing Interfaces: From the Digital to the Bookbound. Minneapolis: U of Minnesota P.

Johnson, Matthew S. S., and Richard Colby. 2013. “Ludic Snags.” In Rhetoric/Composition/Play through Video Games: Reshaping Theory and Practice of Writing, edited by Richard Colby, Matthew S. S. Johnson, and Rebekah Shultz Colby, 83–98. New York, NY: Palgrave Macmillan.

Pets Fun House. Linksolutions.

Teena A. M., Carnegie. 2009. “Interface as Exordium: The Rhetoric of Interactivity.” Computers and Composition 28 (2):164–73.

Walsh, Gary. 2014. “Taming the Monster: Violence, Spectacle, and the Virtual Animal.” Antennae: The Journal of Nature in Visual Culture, no. 30 (Winter): 21–34.

Warren-Riley, Sarah, and Elise Verzosa Hurley. 2017. “Multimodal Pedagogical Approaches to Public Writing: Digital Media Advocacy and Mundane Texts.” Composition Forum 36.

Notes

[1] The data referenced here represents survey results that I collected informally.

[2] I anticipate and address students’ potential privacy concerns and hesitation to share their work in three ways. First, within the first week of the course, I ask that students sign a “Statement of Understanding,” a brief form in which they disclose if they feel comfortable with me referencing their work in print or electronic publications and how they want to be credited (either by name or anonymously) if they do permit me to reference their work. A sample Statement of Understanding can be viewed by following this link to the course syllabus and scrolling to the bottom of the document. Second, the course syllabus includes a “Public Nature of the Course” clause that informs students that most of their work for the course—including drafts prepared for peer review, in-class presentations of their work, and digital sharing—should be composed with a larger audience (that is, an audience not exclusive to their professor and themselves) in mind. As part of this clause, I emphasize that students’ grades will never be made public. The syllabus linked above contains the “Public Nature of the Course” clause. Finally, I provide students a range of options for posting their work to YouTube. Even though their work remains visible and shareable on this platform, they can choose some combination of the following, privacy-assuring precautions: they can 1) remove all references to their names, 2) “unlist” their video, or make their video undiscoverable by in-site searches, and/or 3) disable comments in YouTube. Perhaps surprisingly, many students want to be credited by name for their work and are excited to share their work with others. Others take comfort in anonymity while still fulfilling the course objectives and seeing how others respond to their efforts via peer review and questions from their classmates.

About the Author

Christina M. Colvin is currently a Brittain Postdoctoral Fellow at the Georgia Institute of Technology. There, she teaches courses in multimodal composition that emphasize digital rhetoric. Her research focuses on American literature, new media, animal studies, and ecocriticism.

Images are for demo purposes only and are properties of their respective owners. ROMA by ThunderThemes.net

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