Learning in the Digital Age

1

Board games and learning: Why care in the digital age?

Chapter 1. Board games and learning: Why care in the digital age?

🧭 Overview

🧠 One-sentence thesis

Board games, experiencing a resurgence in the Western world, offer valuable learning opportunities—including computational thinking, strategic reasoning, and social interaction—that inform our understanding of learning in the digital age.

📌 Key points (3–5)

  • The board game renaissance: In the Western world (U.S., U.K., Canada, Germany), board games are experiencing a revival in the digital age, driven by the need for in-person social interaction and the rise of strategic games like Settlers of Catan and Pandemic.
  • Board games as learning spaces: Research shows that board gameplay involves complex cognitive activities—strategic thinking, computational thinking, collaboration, and literacy practices—that are relevant to 21st-century learning.
  • Non-Western context: In Africa (e.g., Cameroon), board games like Songo, Oware, and Tsoro have been popular for centuries and involve high-level intellectual skills; the notion of "resurgence" does not apply universally.
  • Common confusion: Board games are often studied as artifacts or design inspiration for digital games, not as learning environments in their own right; recent research shifts this focus to explore their educational potential.
  • Why it matters for the digital age: Board games reveal that learning in the digital age is not only about digital tools but also about interaction, community, and environments that reduce isolation.

🎲 The board game resurgence in the Western world

🎲 What is driving the revival?

  • Market growth: Global board game sales reached $9.6 billion in 2016; U.S. sales increased by 28% between 2016 and 2017.
  • Social and cultural factors: The resurgence is attributed to the multiplication of board game channels on YouTube, the desire to socialize in person, and the need to interact away from screens.
  • Livestreaming and community: Board gameplay is livestreamed on platforms like Twitch.tv; sites like BoardGameGeek and conventions like Gen Con create spaces for board gamers to interact and stay connected.
  • German-style board games: Games like Settlers of Catan and Pandemic prioritize strategy, action, and resource optimization, appealing to modern players.

🌍 Context matters: Africa vs. the West

  • No resurgence in Africa: In Africa (especially Cameroon), board games have been popular for centuries; the notion of "resurgence" is specific to the Western world.
  • Digital age in Africa: Though Africa has embraced the digital age, board games have always been a part of cultural and social life in many communities.
  • Example: Games like Songo, Oware, and Bao are ancient African board games requiring high intelligence and strategic thinking.

🤔 Don't confuse: resurgence vs. continuity

  • The chapter emphasizes that "resurgence" applies to the Western world, where board games had declined and are now returning.
  • In Africa, board games never declined; they have been continuously popular and integrated into cultural practices.

🧠 Board games as learning spaces

🧠 Why study board games for learning?

  • Overlooked potential: Board games are mostly researched as artifacts or objects of art, not as spaces for learning.
  • Traditional approach: Game studies have long viewed board games as sources for designing digital games, not as learning environments themselves.
  • Shift in focus: Recent research explores board games as learning spaces to uncover their educational potential and the role of physicality in the gaming experience.

Learning in board gameplay: Participation in practices related to gameplay and interacting with others is learning, from a sociocultural perspective.

🧩 What learning happens in board games?

🧩 Warhammer 40,000 (W40K)

  • Research and literacy practices: Players research narratives behind armies using external resources (books, fictional materials) before drafting their army.
  • Strategic thinking: Players develop gameplay strategies based on their understanding of how the game will unfold.
  • Decision-making: Drafting an army involves making informed choices about characters and units.
  • Example: A player reads fictional books about the game's universe, then simulates their readings during gameplay, engaging in contextualized meaning-making.

🧩 Pandemic

  • Computational thinking: Players engage in complex computational thinking activities distributed among participants.
  • Collaboration: Players team up to fight diseases and keep the world safe, collaborating to understand their actions.
  • Crosstalk and communication: Significant crosstalk during gameplay shows active engagement and shared problem-solving.
  • Example: Players discuss strategies, share information, and coordinate actions to achieve a common goal.

🧩 African board games: Songo and Tsoro

  • Songo (Cameroon): Played with 70 seeds/pebbles on a wooden board with two rows of seven holes; the player with 40 seeds wins.
    • Complex calculations: Gameplay involves fast and complex calculations.
    • Proverbs and language: Players use proverbs to demonstrate expertise, engaging in communication and language learning.
    • Strategy: Players strategize to outwit the opponent.
  • Tsoro (Southern Africa): Played with 64 seeds/pebbles on a board with four rows of 32 holes.
    • Intellectual development: Players must think quickly and clearly to outwit the opponent, developing the aptitude to maneuver different situations in real life.
  • Example: In Songo, counting seeds, strategizing, and exchanging proverbs are literacy practices relevant to the digital age (competitiveness, strategy, communication).

🔍 Don't confuse: board games vs. video games

  • Board games involve moving pieces on a premarked physical board, unlike video games.
  • Some board games (e.g., Mysterium, Songo, Oware) have been digitized, but the board game renaissance is driven by physical, in-person gameplay.

🌐 What board games tell us about learning in the digital age

🌐 Learning beyond digital tools

  • Non-digital environments: Board games show that learning in the digital age can occur in non-digital environments.
  • Skills associated with digital technology: Board games allow for learning skills like computational thinking, which are often associated with digital technology.
  • Example: Pandemic involves computational thinking, yet it is a physical board game.

🌐 Interaction and community

  • Social component: Players value the social aspect of board games, which allows in-person interaction and reduces isolation.
  • Learning facilitation: Learning is facilitated in environments designed for interaction among learners and spaces that limit isolation.
  • Example: A player states, "Having time away from our phones and computers where we can talk, play and enjoy time together is something board games let us do."

🌐 Don't confuse: rejecting digital tools vs. valuing interaction

  • The resurgence of board games is not solely about staying away from digital tools.
  • Livestreaming board gameplay on Twitch.tv shows that players are not rejecting digital technology; they value the social and interactive component of board games.
  • The desire to interact and be in an environment that enhances togetherness is key.

🌐 Implications for learning design

  • Personalized and contextualized learning: Board games involve contextualized meaning-making practices and literacy practices.
  • Collaboration and communication: Board games create spaces for collaboration, communication, and shared problem-solving.
  • Relevance to the digital age: Skills like strategic thinking, computational thinking, and collaboration are critical in the digital age and are practiced in board gameplay.

📊 Why this matters: learning in the 21st century

📊 Informing learning settings

  • Design of learning environments: The social component of board games can inform the design of learning settings in the 21st century.
  • Beyond digital tools: Limiting the rise of board games to the need for in-person interaction may prevent researchers, designers, and educators from understanding what this means for learning in the digital age.
  • Insights into learners: The revival of board games gives insights into learning and learners today; it tells us about learning in the digital age.

📊 Call for further research

  • Greater exploration needed: The rise of board games in the digital era calls for greater exploration of learning in these spaces and their potential to inform learning and the design of learning settings.
  • Potential benefits: Just as digital games have drawn the interest of educational researchers, board games deserve similar attention.
AspectWhat the excerpt saysImplication for learning
Skills practicedStrategic thinking, computational thinking, collaboration, communicationThese skills are relevant to 21st-century learning
Social componentIn-person interaction, reduced isolationLearning is facilitated in interactive, community-oriented environments
Non-digital learningBoard games are physical, yet involve complex cognitive activitiesLearning in the digital age is not only about digital tools
Cultural contextBoard games have been popular in Africa for centuriesLearning practices are culturally situated; "resurgence" is context-specific
2

Effective Instruction in Blended Learning Environments: UDL, Motivation, and Podcasting

Chapter 2. Effective Instruction in Blended Learning Environments

🧭 Overview

🧠 One-sentence thesis

Effective blended learning requires intentional pedagogical design that incorporates Universal Design for Learning (UDL) principles, sustains student motivation through multiple engagement strategies, and leverages accessible technologies like podcasts to reach diverse learners anytime, anywhere.

📌 Key points (3–5)

  • UDL framework: Provides multiple means of engagement (the "why"), representation (the "what"), and expression (the "how") to reach all learners regardless of academic or social needs.
  • Motivation theories: Maslow's Hierarchy, Knowles' Andragogy, and Alderfer's ERG Theory explain why adult learners pursue education and how to design courses that meet their needs for self-actualization, relevance, and growth.
  • Blended learning benefits: Includes differentiated instruction, personalized learning paths, increased engagement, and effective use of instructional time when combined with the right amount of human-to-technology interaction.
  • Podcasting as supplemental tool: Audio and video podcasts (vodcasts) enhance learning by providing portable, on-demand content that students can access while multitasking, but should complement—not replace—traditional materials.
  • Common confusion: Podcasts work best as supplemental resources that deepen understanding, not as passive substitutes for lectures; active engagement (e.g., note-taking, epistemic questions) increases retention.

🎯 Universal Design for Learning (UDL) Principles

🎯 What UDL is

UDL: An instructional framework using best pedagogical practices to provide flexible approaches that can be customized to individual needs, with guidelines that evolve as scientists learn more about how people learn.

  • UDL shifts pedagogy to reach all learners despite their academic or social needs.
  • Technology makes UDL techniques easier for both teachers and students to implement.
  • The framework rests on three core principles: engagement, representation, and expression.

🔥 Multiple means of engagement (the "why")

  • Purpose: Create a sense of purpose and motivation for all students.
  • Strategies in online environments:
    • Collaborate with students to set vision, goals, and purpose
    • Provide multiple paths to reach the same learning outcome
    • Create self-reflection and self-assessment tools
    • Have students predict outcomes on assignments or tests
  • Why it matters: Engagement techniques recruit interest, sustain effort and persistence, and support self-regulation.

📚 Multiple means of representation (the "what")

  • Purpose: Present curricular content in varied formats to create "resourceful and knowledgeable" students.
  • Strategies:
    • Minimize distractions (e.g., using SafeShare.tv for videos)
    • Use closed-captioning on instructional videos
    • Pay attention to distracting fonts and colors in presentations
    • Use infographics or other media in addition to text
    • Provide outlines of important ideas in complicated content
  • Why it matters: Provides options for perception, language/symbols, and comprehension; technology makes this easier.

✍️ Multiple means of expression (the "how")

  • Purpose: "Level the playing field" and allow learners to appropriately express knowledge, ideas, and concepts.
  • Strategies:
    • Provide multiple ways to access content (interactive e-books)
    • Allow students to respond in various ways (audio, video, drawing)
    • Use scaffolding techniques when reading and writing
    • Use interactive web tools (annotation software, storyboards)
  • Why it matters: Addresses physical action, expression/communication, and executive functions; alternative modalities help all learners demonstrate mastery.

💡 Motivation Theories for Adult Learners

🏔️ Maslow's Hierarchy of Needs

  • Five levels: Physiological (most basic) → Safety → Love/Belonging → Esteem → Self-Actualization (highest satisfaction).
  • Key insight: Humans move along the spectrum as needs are fulfilled; needs are interdependent and not individual.
  • Application to education: Learning follows a hierarchy—students must be accepted into school (basic need) and need support and self-actualization to succeed (highest level).
  • Example: A student goes to the store to buy groceries to feel satiated (self-actualization) but also to avoid starvation (physiological).

🎓 Knowles' Adult Learning Theory (Andragogy)

  • Five characteristics of adult learners: Self-concept, experience, readiness to learn, orientation to learning, motivation to learn.
  • Core principle: Adult learners bring rich experiences and need to apply knowledge to life situations; they question educators and need justification for course design.
  • Implications for instructors:
    • Set a cooperative climate for learning
    • Assess learner's specific needs and interests
    • Develop learning objectives based on needs, interests, skill levels
    • Design sequential activities to achieve objectives
    • Work collaboratively to select methods, materials, resources
    • Evaluate and adjust while assessing needs for further learning
  • Why it matters: "Adults learn by doing"—effective instruction focuses on tasks adults can perform, not memorization; adult learners (45%+ of post-secondary population) often pursue education to advance careers.

🔺 Alderfer's ERG Theory

  • Three needs: Existence (E), Relatedness (R), Growth (G).
  • Key difference from Maslow: Needs are fluid, not hierarchical; one need does not have to be met before moving to the next.
  • Mapping to Maslow:
    • Existence = Physiological + Safety
    • Relatedness = Social + Self-Esteem
    • Growth = Self-Esteem + Self-Actualization
  • Application to online education: Maintaining existence, relatedness, and growth keeps students motivated; working them together creates a powerful learning environment.
  • Don't confuse: Unlike Maslow's strict hierarchy, ERG allows simultaneous pursuit of multiple needs.

🎯 Motivation in online learning

  • Challenge: Online learners face dropout risk if not highly motivated; older adult students are more likely to drop out.
  • 17 Tips for motivating adult learners (Pappas, 2013):
    • Facilitate exploration
    • Build community and integrate social media
    • Accommodate individual interests and career goals
    • Stimulate learners
    • Ask for feedback
    • Present the benefits of undertaking the course
  • Why it matters: Adult learners are often "forced" to take courses to enhance skills, keep jobs, or advance careers—recognizing this helps instructors design relevant, engaging content.

🌐 Online and Blended Learning Foundations

🌐 Definitions and terminology

Online learning: "Provides meaningful learning opportunities using a wide variety of teaching modalities. Learning takes place anytime, anywhere."

Blended learning: "The use of online learning in conjunction with traditional teacher-led forms of instruction."

  • Many interchangeable terms: Distance learning, hybrid learning, e-learning, web courses, distributed course delivery, independent learning.
  • Technology mediation spectrum:
Mediation LevelTermDefinition
MoreFully online courseNo campus visits; uses synchronous or asynchronous technology
MediumHybrid/blended courseStrong online component + significantly reduced face-to-face meetings
LessWeb-supported courseTraditional course supported by online materials; face-to-face schedule not altered

📈 Four factors driving online learning growth

  1. Technology expansion: Information technology is more affordable and mobile; people live more of their lives online.
  2. Educational challenges: Belief that online learning can address achievement gaps and dropout rates, especially for poor and non-Asian minority students.
  3. Economics: Online learning often shows cost savings compared to face-to-face instruction (though variance exists).
  4. Better learning experiences: Belief in the power to provide enhanced learning opportunities.

⚠️ Challenges and considerations

  • Dropout rates: Online students are significantly more likely to drop out than campus-based students; older students face higher dropout risk.
  • Controversies: For-profit programs may leave students with large debt; intense recruiting practices raise concerns.
  • Success factors (Delgado et al., 2015): Blended learning is better than traditional classrooms "when instructors' involvement, interaction, content, student capabilities, and the right amount of human to technology [are] combined."
  • Design requirements (Lehman & Conceição, 2014): "Content design needs to be developed differently depending on the discipline and the desired outcomes of a specific course. This process requires intention, anticipation, prioritization, and envisioning."

✅ Benefits of blended learning

  • Differentiated instruction
  • More effective use of instructional time
  • Use of multimedia to enhance teaching and learning
  • Personalized learning paths addressing specific learner needs
  • Targeted instruction opportunities
  • Increased motivation and engagement

🔑 Key pedagogical factors for effective blended learning

  • Building a community and fostering positive culture
  • Establishing and maintaining motivation and engagement (students and teachers)
  • Practicing effective communication with teacher clarity and feedback
  • Personalizing learning for students
  • Incorporating UDL principles to reach all learners

🎙️ Podcasting as a Motivational Tool

🎙️ What podcasts are

Podcast: "A program, as of music or talk, made available in a digital format for automatic download over the internet."

  • Key advantage: Simplicity—users subscribe once, and new content is automatically downloaded to their computer and portable device.
  • Accessibility: Can be played on any device that plays MP3 files (not just Apple products); every student has access to a phone or computer that can play audio.
  • Concept: "Time-shifted radio shows to be heard whenever and wherever it is most convenient for the user."

📱 Why podcasts work for adult learners

  • Anytime, anywhere access: Students can listen while commuting, exercising, waiting in a doctor's office, or using public transport—no need for paper articles or textbooks.
  • Fits lifestyle needs: Transports professor's teachings "away from the confinements of the lecture hall or computer/audio carrel and into any environment of the listener's choosing."
  • Manages information overload: Allows students to "manage the rest of the course materials in a more efficient manner," decreasing feelings of overload and increasing importance of other materials.
  • Familiar format: Students already use podcasts for entertainment (music, news, education) in their non-education lives.

🧩 Podcasts as supplemental materials (not substitutes)

  • Core principle: "Podcasting is a powerful tool as a complement to the traditional resources on a course, but not a substitute for them."
  • Why supplemental is better:
    • Provides revision and summary material
    • Offers additional material to broaden or deepen understanding
    • Gives alternative perspectives on previously delivered content
    • Enables further and deeper exploration of topics
    • Facilitates higher cognitive learning outcomes
  • Don't confuse: Using podcasts exclusively as lecture substitutes may reinforce students as passive recipients; supplemental use triggers deep thinking and higher cognitive learning.

🎯 Effective podcast design strategies

  • Length: Students prefer podcasts 30 minutes or less.
  • Content: Controversial new topics and cutting-edge analysis spark more interest than core content review.
  • Structure (Popova et al., 2014 primer podcast study):
    • Introduction
    • Summary definitions of core concepts and examples
    • Epistemic questions (exploratory, predictive, or argumentative) at the end
  • Active engagement: Students who took notes while listening scored significantly higher than those who did not; questions force self-reflection and cognitive learning.

🤝 Building connection and teaching presence

  • Instructor connection: Hearing the instructor's actual voice (vs. reading printed documents) creates a sense of community and proximity.
  • Personalized messages: Non-pre-established material based on student comments and suggestions makes students feel connected.
  • Course design integration (Ke, 2010): Podcasts enhance teaching presence through supportive features that reinforce cognitive and social presence; design, facilitation, and instruction are essential qualities.
  • Student feedback: Over 55% of students already listen to podcasts for personal use (entertainment, news, education); course podcasts feel familiar and motivating.

📊 Evidence of effectiveness

  • Medical residents study (Riddell et al., 2017): Residents spend more time listening to podcasts than using textbooks and journals; they translate knowledge into clinical practice.
  • Primer podcasts study (Popova et al., 2014): Students listened more than once, did not multitask, felt more involved, and were stimulated to engage deeply and reflect on topics.
  • Attendance concerns unfounded: "Several studies conclude that all fears of students skipping classes when lecture podcasts are available so far seem unjustified."

🎥 Vodcasting (video podcasting)

Vodcast: A video podcast—formatting video into a podcast.

  • Advantages over audio-only:
    • Reaches both auditory and visual learners
    • Students can see PowerPoint slides synchronized with audio
    • Chapter markers allow easy navigation to desired segments
  • Student benefits (Kay, 2012):
    • Learn at their own pace
    • Find technology useful, helpful, effective, stimulating
    • Study in a different manner, leading to higher test scores and increased skill performance
  • Motivation factors (Fernandez et al., 2009):
    • Helps sustain attention
    • Intellectually stimulating
    • Relevant to students
    • Builds relationship with instructor
  • Best practice: Offer parallel formats—traditional audio podcast and enhanced vodcast with PowerPoint slides—to reach all learning types.

📚 iTunes U as a platform

  • Evolution: Started as storage for classroom podcasts; now includes homework hand-in, integrated grade book, private discussions—"a seamless way to organize your classroom."
  • Benefits:
    • Easily accessible 24 hours per day
    • Students listen whenever and wherever they choose
    • Engages students in a familiar way
    • Free access for anyone (not just enrolled students)
  • Supplemental use case: Students struggling with their own professor can access similar courses from Harvard, Yale, MIT, etc., on iTunes U for additional perspectives.

🧪 Podcast vs. in-class lecture study (McKinney et al., 2009)

  • Setup: 34 students in podcast group, 32 in in-class lecture group; both received PowerPoint slides for note-taking.
  • Results:
    • Podcast group scored 8.77 points higher on average than in-class group.
    • 22 out of 34 podcast students who took notes scored significantly higher than those who did not.
    • Podcast students without notes scored similarly to in-class lecture group.
  • Key insight: Active engagement (note-taking) while listening to podcasts is crucial; passive listening alone does not outperform traditional lectures.
  • Student feedback: Appreciated viewing slides while listening; found chapter markers helpful for studying and reviewing material.

🌍 Unintended consequence: MOOCs (Massive Open Online Courses)

  • Origin: Canadian instructors offered their 25-student online theory course to anyone for free; over 2,300 people signed up.
  • Viral example (2011): Stanford professors offered Introduction to Artificial Intelligence to 160,000 people from 190 countries (vs. 200 enrolled students); 45,000 participated after three weeks; 2,000 volunteer translators created 44 language versions.
  • Course design: One to five-minute videos (similar to podcasting) to explain key concepts; non-tuition students received "letter of accomplishment" for completing assignments.
  • Biology podcast case (Bryans Bongey et al., 2006): Podcasts spread "virally" beyond campus; professor received emails from out-of-state and non-US listeners; one listener stated, "I have directed friends (and yes, even my current Human Physiology Professor) to the podcasts."
  • Adaptations for viral success: Registered podcasts to directory, made iTunes compliant, included introductory statement and college crest logo; attention to detail motivated students and made them want to return.

🎓 Conclusion and Best Practices

🎓 Integrating technology with pedagogy

  • Instructor expectations: Teachers must become experts in specialty areas and new teaching pedagogies using changing technology; "Effective use of technology is not an optional add-on."
  • Student adaptation: Students are increasingly familiar with mobile technologies like podcasts and can adapt them to education and daily life.
  • Evaluation imperative: "As we adopt new technologies, we must also understand how and why they are being embraced by our learners in order to employ them more effectively."

🔄 Four major trends in online higher education

  1. Self-paced, adaptive instruction and competency-based learning
  2. Blended learning
  3. Learning analytics
  4. Massive Open Online Courses (MOOCs)

✅ When blended learning works best

  • "Blending online instruction with teacher-led activities can enable better learning when it provides a unique, new capability that supports the processes of learning, and when it increases the amount of time during which students are actively engaged in learning" (Means et al., 2014).
  • Success formula: Right combination of instructors' involvement, interaction, content, student capabilities, and human-to-technology balance.
  • Rationale for podcasting (Heilesen, 2010): Instructors must know the rationale behind podcasting to be comfortable with the technology and elicit proper student response; "having to transform and communicate information increases retention rates dramatically."

🚫 What to avoid

  • Don't replace, supplement: Podcasts should enhance, not substitute, traditional lectures and readings.
  • Don't ignore active engagement: Passive listening is less effective; incorporate epistemic questions, encourage note-taking, and prompt self-reflection.
  • Don't assume one-size-fits-all: Offer multiple formats (audio, video, slides) to reach diverse learners.
  • Don't neglect instructor presence: Personalized messages and responsiveness to student feedback build community and motivation.
3

Podcasting as a Mode of Motivation in Online and Blended Learning

Chapter 3. Podcasting as a Mode of Motivation in Online and Blended Learning

🧭 Overview

🧠 One-sentence thesis

Podcasting has proven to be a powerful motivational tool in online and blended learning environments by providing accessible, engaging content that spreads virally and allows students to feel integrated into their education.

📌 Key points (3–5)

  • Viral nature of podcasts: Educational podcasts can spread rapidly beyond intended audiences, reaching global learners through word-of-mouth and online sharing.
  • Student motivation through engagement: When universities respond to student feedback and add professional touches (logos, introductions, iTunes compliance), students feel valued and remain motivated to continue learning.
  • Accessibility and flexibility: Podcasts enable learning anytime, anywhere, reaching students who need alternatives to traditional face-to-face instruction.
  • Ease of adaptation: Professors can easily learn to create podcasts and modify them based on student needs, allowing for responsive teaching.
  • Common confusion: Podcasts are not just supplemental—they create a new mode of student cognition and can be a primary learning tool, not merely an add-on to traditional methods.

📻 The viral spread of educational podcasts

🌍 Unintended global reach

The excerpt describes a 2005 study exploring podcasting benefits in higher education, specifically in a traditional biology course.

  • The podcasts spread far beyond the campus boundaries in an uncontrolled, rapid manner—what researchers called "viral nature."
  • Dr. Cizadlo began receiving emails from out-of-state and international listeners.
  • One listener reported directing friends and even their current professor to the podcasts.
  • Example: A biology podcast intended for one class ended up being used by learners worldwide, demonstrating how digital content can transcend geographic and institutional boundaries.

📈 Scale comparison with MOOCs

The excerpt references a Stanford MOOC that initially expected 10,000 students but attracted 45,000 participants—more than Stanford's entire enrollment.

  • The course design centered on short (1-5 minute) videos explaining key concepts, similar to podcasting format.
  • Non-tuition-paying students who completed assignments received a "letter of accomplishment."
  • This illustrates the massive scalability of digital learning formats like podcasts and short videos.

🎯 Institutional response and student motivation

🏫 Professional enhancements

After recognizing the podcast's popularity, the school and professor made strategic improvements:

  • Registered all podcasts to a directory
  • Made content iTunes compliant
  • Added introductory statements
  • Included the college's crest logo

💡 Impact on student motivation

The academic experience created by the podcasts and the attention to detail the university and professor paid to student feedback motivated students and made them feel like they were part of their education.

  • Students were intrigued by the new learning method.
  • The university worked "hand in hand" with students and external listeners.
  • This responsiveness created a sense of partnership in the educational process.
  • Don't confuse: This is not just about technology—it's about institutional responsiveness making students feel heard and valued.

🎓 Educational benefits and integration

🧠 New modes of cognition

The excerpt's conclusion states that podcast integration "has been shown to successfully reach a new kind of student cognition."

  • Podcasts blend well into online and blended learning environments.
  • They provide an alternative to traditional face-to-face interaction.
  • The format allows students to learn anytime and anywhere they choose.

🛠️ Ease of implementation and adaptation

AspectBenefit
Professor learning curveEasy for instructors to learn how to use
FlexibilityAllows for adaptation along the way
Student voiceIntegrates students into their education and lets their voices be heard
ScaffoldingAdds supplemental layers to learning

🌐 Reaching diverse learners

  • The comprehensive and accessible nature of podcasts helps professors reach the greatest number of students.
  • Can educate learners "around the world," not just enrolled students.
  • Provides scaffolding and supplemental support for different learning needs.
  • Example: A student who struggles with reading dense textbooks might better grasp concepts through audio explanations in a podcast format.

🔑 Key success factors

🤝 Student integration

The excerpt emphasizes that "allowing students to be integrated into their education, and have their voices heard will help them remain motivated."

  • This is not passive consumption—students become active participants.
  • The viral sharing itself (students recommending podcasts to others) demonstrates this integration.
  • When institutions listen and respond to feedback, motivation increases.

📱 Accessibility as motivation

  • Students can access content on their own schedules.
  • No need to be physically present at specific times.
  • This autonomy supports self-directed learning and maintains engagement.
  • Don't confuse: Accessibility is not just about convenience—it fundamentally changes the student's relationship to their learning, giving them control and agency.
4

Digital Literacies and the Skills of the Digital Age

Chapter 4. Virtual Proctoring and Academic Integrity

🧭 Overview

🧠 One-sentence thesis

Digital literacy extends traditional reading and writing skills into a multi-dimensional set of competencies—technical, cognitive, and social—that enable individuals to find, understand, evaluate, create, and communicate information effectively in a rapidly evolving digital environment.

📌 Key points (3–5)

  • What digital literacy is: the ability to read, understand, and create information in various digital formats, going far beyond traditional text-based literacy.
  • Why it matters: rapid technological change, vast information volume, and global networked communication require new skills for learning and working.
  • Core dimensions: digital literacy exists at the intersection of technical (operational), cognitive (critical thinking), and social (communication and collaboration) skills.
  • Common confusion: digital literacy is not a single skill but a collection of overlapping literacies (finding, understanding, evaluating, creating, communicating) that depend on one another.
  • Lifelong learning requirement: successful digital learners are self-motivated, adaptable, and willing to continuously learn new technical skills as technology evolves.

📜 From traditional to digital literacy

📜 What traditional literacy is

Literacy: the ability of people to read and write, specifically the ability to understand the relationship between sounds and written words such that one may read, say, and understand them.

  • Traditional literacy is about encoding and decoding information between written symbols and sound.
  • It has evolved from an elite skill to a widespread competency (global literacy rate 81–90%).
  • Literacy enabled preservation of information, bureaucracy, legal systems, and the spread of ideas beyond face-to-face communication.

🔄 Why literacy spread

  • Economic advantage: people with literacy skills gained better-paying work and social advantages.
  • Political and social change: revolutions and civic participation (e.g., Freire's "Pedagogy of the Oppressed") relied on leaders who could write and compatriots who could read.
  • Fundamental rights: UNESCO considers literacy a human right that provides employment opportunities and improves quality of life.
  • Technology: from clay tablets to printing presses to computers, technology made literacy accessible to the masses and enabled the storage and sharing of vast amounts of information.

🌐 Shift to the digital age

  • Computers and the internet created an environment with more information, more readily available, and changing more quickly than ever before.
  • Traditional literacy skills alone are insufficient; the digital world requires new media literacy skills.
  • Digital learners must manage a vast array of rapidly changing information in multiple formats (text, video, audio, images).

Don't confuse: Traditional literacy is not obsolete—it is the foundation. Digital literacy extends these skills into new formats and contexts.

🧩 What makes a successful digital learner

🧩 Key characteristics

  • Lifelong learning: critical for handling rapid changes in technology and information.
  • Self-motivation and active learning: desire to engage actively rather than passively consume.
  • Learning how to learn: ability to adapt and acquire new skills independently.
  • Technical proficiency: maintaining and learning new technical skills as tools evolve.
  • Exploration and play: attitude of curiosity and experimentation helps learners stay engaged despite overwhelming speed and volume of change.
  • Global network awareness: understanding one's place and audience in a worldwide, interconnected community.

Example: A digital learner encountering a new software tool doesn't wait for formal training but explores features, watches tutorials, and experiments to learn independently.

🏗️ Digital literacy frameworks

🏗️ Ng's three-part schema

The excerpt presents Ng (2012) as a foundational conceptual model:

DimensionWhat it coversExamples
Technical (operational)Mastery of technical skills and tasksOperating a computer, using mouse/keyboard, opening software, cut/copy/paste, internet connection
CognitiveCritical thinking, problem solving, decision makingEvaluating and applying new knowledge from digital environments
SocialCommunication, security, etiquetteCommunicating professionally and socially, understanding cyber security, following "netiquette," navigating discussions carefully
  • Digital literacy exists at the intersection of these three dimensions—they are interdependent.
  • Ng's framework is not a complete list of skills but a vehicle for understanding how technical, cognitive, and social aspects connect.

🗂️ Major organizational frameworks

Multiple organizations publish digital literacy frameworks (ISTE, AACU, OECD, ALA, Partnership for 21st Century Skills). Despite different terminology and focus areas, they share similar core skills:

  • Finding/accessing information: searching, research, information fluency.
  • Cognitive skills: evaluating, understanding, creating, integrating, synthesizing, creativity, innovation.
  • Communication and collaboration: life skills, personal/social responsibility, communication, collaboration, digital citizenship, collective intelligence.
  • Technical skills: often implicit or assumed as foundational (ISTE explicitly includes ICT literacy; ALA notes technical proficiency is a prerequisite).

Common confusion: Frameworks emphasize cognitive and social skills more than technical skills, but technical proficiency underpins all other digital literacies and must be continuously updated.

🔍 The five core digital literacy skills (ALA framework)

🔍 Finding

Finding information in a digital environment: using lateral approaches (natural language searches, hypermedia, keywords, search engines, databases) instead of linear/sequential methods (card catalogs, indexes).

  • Key shift: from looking up page numbers to constructing meaningful search parameters and Boolean searches.
  • Poor search skills return too many results, vague results, or no useful results.
  • Managing results: organizing, storing, managing, and citing digital resources using tools like social bookmarking (Diigo), clipping software (Evernote, OneNote), bibliographic software, and platform-specific features (YouTube channels, playlists).

Example: A learner searching for climate change data must choose effective keywords, use Boolean operators (AND, OR, NOT), and then organize bookmarks and citations for later use.

📖 Understanding

Understanding: the ability to read and interpret not just text but also video, sound, audio, still and moving images, and combinations thereof.

  • Digital results include multiple modes: text, video, audio, images, data visualizations, emoticons, icons.
  • Also called multimedia literacy, visual literacy, or post-typographic textual practice.
  • Understanding extends far beyond traditional text-based reading.

Example: A learner must interpret a data visualization (chart or infographic) alongside a written article and a video interview to fully grasp a topic.

⚖️ Evaluating

Evaluating: assessing the importance, accuracy, authenticity, trustworthiness, relevance, and significance of digital information.

  • Why it's harder digitally: anyone can generate information online; sources and trustworthiness are often unclear.
  • Critical questions: Who wrote this? Why? Who is the intended audience?
  • Verification strategies: look for secondary sources, research author credentials and affiliations, check where the author has been published, verify affiliated organizations.

Example: A learner finds a health claim on a blog. They check the author's credentials, look for peer-reviewed sources, and verify the claim with reputable medical organizations before accepting it as accurate.

Don't confuse: Evaluating is not just about finding "good" vs. "bad" sources—it's about understanding context, purpose, and reliability in a complex information landscape.

🎨 Creating

Creating: producing knowledge and ideas in digital formats (podcasting, audio-visual presentations, data visualizations, 3D printing, blogs, etc.).

  • Writing is critical but not the only tool; digital creators use many formats.
  • Key challenge: understanding fair use and plagiarism in a "cut and paste culture" (also called reproduction literacy or appropriation).
  • Learners must think critically about what can be changed, how much, and when copying becomes unethical.
  • Resources like Creative Commons help navigate these questions.

Example: A learner creates a video essay using clips from other videos, images from the web, and original narration. They must cite sources, use Creative Commons-licensed material, and understand fair use limits.

💬 Communicating

Communicating: engaging effectively in asynchronous, global, networked environments (email, forums, blogs, social media) where messages can't always be deleted and are easily misinterpreted.

  • Digital citizenship: interacting ethically and responsibly online, including good manners ("netiquette"), awareness of audience, and understanding cultural differences.
  • Collaboration: building trust and community across physical distances, making explicit efforts to include others and avoid misunderstandings.
  • Privacy and security: handling personal information and online safety.
  • Challenges: lack of vocal/facial cues, cultural miscues, and the permanence of online communication increase the risk of misunderstanding.

Example: A learner posts a sarcastic comment in an international online forum. Without vocal cues, readers from different cultures may misinterpret the tone, leading to conflict. Effective digital communicators anticipate this and communicate more clearly.

Don't confuse: Digital communication is not just "talking online"—it requires heightened awareness of context, audience, and cultural differences that face-to-face communication provides automatically.

🔗 Integration and interdependence

🔗 Skills do not operate in isolation

  • No digital literacy skill works independently; they are fully intertwined.
  • Finding information is useless without evaluating its trustworthiness.
  • Understanding and synthesizing information is necessary for creating new work.
  • Creating a great product means little without communicating it effectively through social and professional networks.
  • Technical skills underpin every other skill—without them, cognitive and social literacies are inaccessible.

🔗 The synergistic effect

Digital literacy is the space where technical, cognitive, and social literacies overlap (Ng, 2012).

  • Acquiring individual digital skills is only the beginning.
  • The real value lies in the synergistic effect of integrating multiple competencies to work effectively in the digital world.

Don't confuse: Digital skills ≠ digital literacy. Skills are components; literacy is the integrated, context-aware application of those skills.

⚠️ The often-overlooked technical foundation

⚠️ Why technical skills matter

  • Most frameworks emphasize cognitive and social skills but gloss over technical proficiency.
  • The excerpt argues that technical skills are foundational and ongoing, not a one-time learning task.
  • Given the rapid pace of technological change, learners must continuously update technical knowledge.
  • Failure to maintain technical skills undermines the ability to engage with cognitive and social literacies.

⚠️ Technology is not static

  • Hardware, software, the internet, and cloud-based technologies continue to develop rapidly.
  • Learners cannot "learn once and forget"—they must adopt a mindset of lifelong technical learning.

Example: A learner who mastered desktop software in 2010 but never learned cloud-based collaboration tools (Google Docs, Slack) will struggle to participate in modern team projects.

Don't confuse: Technical skills are not just "using a computer"—they include understanding evolving concepts (cloud computing, data privacy, new platforms) and adapting to new tools as they emerge.

5

Playful Approaches to Learning

Chapter 5. Personal Learning Networks: Defining and Building a PLN

🧭 Overview

🧠 One-sentence thesis

Incorporating playful approaches into digital-age classrooms can enhance creativity, innovation, and intrinsic motivation by shifting focus from externally-driven work objectives to internally-motivated exploration.

📌 Key points (3–5)

  • Play vs. work distinction: Play is intrinsically motivated and "apparently purposeless," while work is externally directed toward specific, measurable goals.
  • Play cues trigger playful attitudes: Organizations and educators use physical objects (Lego bricks, toys, snacks) and processes to reduce anxiety and empower recursive, engaged exploration.
  • Digital resources amplify play: Instant feedback in ICT tools enhances intrinsic motivation and allows students to capitalize on spontaneous, accidental discoveries.
  • Common confusion: Play is not aimless—it helps humans "learn how to cope with a complex environment" and can achieve work-related objectives through playful techniques.
  • Why it matters: Playful approaches develop creative skills, broaden novel behavior, and prepare students for an "age of information and innovation."

🎭 Defining play and work

🎭 The intent distinction

The difference between play and work has been defined, quite simply, as intent.

  • Work: Participation directed by external influences toward specific objectives; has clearly defined goals with measurable outcomes.
  • Play: Intrinsically motivated, "apparently purposeless" practice through which humans learn to cope with complex environments.
  • Don't confuse "apparently purposeless" with truly aimless—play serves a learning function even without explicit goals.

🧠 Why play matters for learning

  • Play-guided learning spaces may improve:
    • Creativity
    • Innovation
    • Strategic thinking
  • Effective educators can leverage digital-age classroom strengths to facilitate attitudes of play.
  • Example: A student exploring a digital music tool without fear of "mistakes" may discover novel sound combinations that traditional instruction would not encourage.

🧸 How organizations cultivate play

🧸 Play cues

"Play cues" may trigger attitudes in participants empowering them to channel the recursive, engaged, and fun elements of play.

  • Organizations and educational systems incorporate things and processes generally found outside the adult workplace:
    • Physical space: Lego bricks
    • Activities: Physical movement involved in meaning construction
    • Meetings: Snacks and toys
  • Purpose: Ease anxiety associated with pressure to create.
  • These cues help participants feel permission to "behave in new ways."

🔄 Combining play and work

  • Work-related objectives (those considered serious) are accomplished through techniques more generally associated with play.
  • Participants may progress toward objectives considered work-related while employing play techniques.
  • Result: Achievements in a "goal oriented but playful way."
  • Example: An organization uses Lego bricks in a strategy meeting—participants build models to represent ideas, reducing anxiety and opening up novel thinking.

💻 Play in the digital-age classroom

💻 ICT enhances playful exploration

  • Christopher Ward (2009) used information and communications technology (ICT) in a secondary music-making classroom to investigate play's impact on creativity.
  • Key finding: Instant feedback inherent in digital resources enhanced students' intrinsic motivation.
  • Students could "capitalize on spontaneous and accidental action."

🎵 The "no mistakes" mindset

  • Guided by Miles Davis' admonition: "Do not fear mistakes, there are none."
  • Students undertook playful explorations with the attitude that nothing would be considered wrong, but might rather be embraced as different.
  • Ward provided guidance sheets, but students rarely used them—they preferred to "experiment until something happened that they liked."

🚀 Outcomes of playful digital exploration

  • Students created pieces departing from traditional tonality and re-coded traditional symbols for new use.
  • Both the playful approach and the use of ICT served to:
    • Free students' creativity
    • Empower them as interactive thinkers
  • Ward explained: "The students became self-motivating, and were captivated by their 'play-art'."

🌟 Benefits and implications

🌟 Creative skill development

  • Creative skill development can be enhanced through classroom incorporation of playful approaches.
  • Play is inherent in human nature; educators can incorporate a variety of pedagogical strategies to capitalize on this innate approach.
  • Facilitates playful, active, and participatory experiences and empowers creative learning processes.

🌍 Play in the 21st century

  • "In a world of digital culture and new technology, novel ways of using information and playful and creative thought have become of paramount importance."
  • Technology and digital media help establish the 21st century as an "age of wonder."
  • Resources available in the digital age classroom combined with attitudes of play can quicken the minds of students as they experience their world.

🔓 What play unlocks

BenefitHow it works
Intrinsic motivationTaps into internal drive rather than external rewards
Novel behaviorStudents feel comfortable engaging in new ways and opening themselves to variation
New ideasReleases creative thinking through recursive play process
Media skillsStrengthens student proficiency in developing media skills crucial "in an age of information and innovation"

⚖️ Balancing play and structure

  • The excerpt poses a question: What challenges might a playful approach present in a necessarily structured learning environment?
  • Educators must consider:
    • Whether to suggest an end goal (and how that impacts playful exploration)
    • What cues to provide to facilitate playful approach
    • How to address challenges of play within structured settings
  • Don't confuse: Providing structure does not eliminate play—play cues and intentional design can coexist with learning objectives.
6

Digital Learners in the Workplace: The Digital Divide and Higher Education Access

Chapter 6. Digital Learners in the Workplace

🧭 Overview

🧠 One-sentence thesis

The digital divide—rooted in income, infrastructure, and knowledge gaps—continues to limit equitable access to technology and education, requiring targeted interventions like subsidized internet programs and device donations to bridge the gap between privileged and underserved populations.

📌 Key points (3–5)

  • What the digital divide measures: disparities in physical access to computers and internet, as well as gaps in knowledge, skills, and awareness of ICT opportunities.
  • Income as a primary driver: households earning under $30,000/year have significantly lower rates of internet, smartphone, and broadband access compared to higher-income households.
  • The homework gap: school-age children in lower-income households often lack high-speed internet at home, creating educational disadvantages.
  • Common confusion: the digital divide is not only about "haves vs. have-nots" in device ownership—it also includes knowledge gaps, psychological barriers, and infrastructure limitations.
  • Bridging initiatives: programs like Cox's Connect2Compete and Close the Gap provide affordable internet and refurbished computers to low-income families and developing countries.

📊 Understanding the digital divide

📊 What the digital divide is

The digital divide: the gap between people who have access to information and communication technology (ICT) and those who do not, encompassing infrastructure, knowledge, and psychological dimensions.

  • Originally focused on physical access to computers ("haves" vs. "have-nots").
  • Now recognized as multi-layered:
    • Infrastructure gap: lack of devices, broadband, or high-speed internet.
    • Knowledge gap: lack of IT skills or proficiency.
    • Psychological gap: lack of awareness about ICT opportunities.
  • Example: A household may own a smartphone but lack broadband at home, limiting access to streaming video or online coursework.

🌐 Pew Internet and American Life Project findings

  • The Pew Project conducts nationwide surveys and qualitative research to track internet use across American families, work, education, and civic life.
  • Key data points:
    • Only 62% of households earning under $30,000/year use the internet.
    • 90% of households earning $50,000–$74,999 use the internet.
    • Smartphones help bridge the gap for young adults, minorities, and those without college experience, who rely on phones as their primary internet access.
  • High-speed internet disparities persist:
    • 49% of African Americans and 51% of Hispanics have high-speed internet at home.
    • 66% of Caucasians have high-speed internet at home.
  • Internet speed affects media access, especially streaming video, making this gap significant.

🎓 The homework gap and educational impact

🎓 What the homework gap is

  • The gap between school-age children who have high-speed internet at home and those who do not.
  • In 2015, 35% of lower-income households with school-age children lacked broadband at home (U.S. Census Bureau data via Pew).
  • 92% of individuals aged 12–17 go online daily, and 97% play computer or console games, but not all have equal access at home or school.

🏫 Teacher perspectives on technology access

  • Teachers in low-income schools report more obstacles to using educational technology effectively.
  • 70% of teachers in highest-income areas say their school supports technology integration well.
  • Only 50% of teachers in lowest-income areas report good school support.
  • 56% of teachers in low-income schools say students' inadequate access to technology is a "major challenge."
  • 54% of all teachers say students have adequate internet at school, but only 18% say students have adequate access at home.
  • Geographic differences:
    • Urban teachers report poor access at school.
    • Rural teachers report poor access at home.

🔍 Don't confuse: access at school vs. at home

  • Having internet at school does not solve the homework gap—students need home access to complete assignments and engage in online learning outside school hours.
  • Example: A student may use school computers during the day but cannot research or submit homework at night without home internet.

💻 Income and device ownership disparities

💻 Household income and technology ownership

Income levelSmartphone ownershipHome broadbandTraditional computerTablet ownership
Under $30,000/year~71% (29% don't own)56% (44% don't have)54% (46% don't have)Lower rates
$100,000+/yearNearly ubiquitousNearly ubiquitousNearly ubiquitousNearly ubiquitous
  • Roughly three-in-ten adults in households earning under $30,000/year do not own a smartphone.
  • More than four-in-ten lack home broadband (44%) or a traditional computer (46%).
  • By comparison, these technologies are nearly universal among households earning $100,000+/year.

📱 Smartphones as a partial solution

  • Smartphones have helped bridge the divide by providing internet access to previously disadvantaged populations.
  • Among smartphone owners, young adults, minorities, those without college experience, and lower-income individuals are more likely to rely on phones as their primary internet access.
  • Don't confuse: smartphone access with full digital equity—phones have smaller screens, limited functionality for complex tasks (e.g., typing essays, using spreadsheets), and data caps that restrict usage.

🌍 Bridging the divide: intervention programs

🌍 Cox Communications Connect2Compete

  • Who it serves: Families with K-12 children who qualify for:
    • Free or reduced school lunches (National School Lunch Program).
    • Temporary Assistance for Needy Families (TANF).
    • Supplemental Nutrition Assistance Program (SNAP).
    • Public Housing or Section 8 vouchers (via partnership with U.S. Department of Housing and Urban Development).
  • What it provides: Discounted internet service.
  • Impact since 2012:
    • Nearly 200,000 people connected to the internet, most for the first time.
    • In a 2015 survey, over 50% of enrolled students improved their grades.
    • Nearly 50% of parents say their children are more interested in school.

🌍 Close the Gap (international)

  • Mission: Bridge the digital divide by offering high-quality, pre-owned computers donated by European companies to educational, medical, and social projects in developing and emerging countries.
  • How it works:
    1. Collects decommissioned computers from European companies.
    2. Partners with organizations to clean hard disks, check, and configure hardware.
    3. Ships computers by sea or air to destination countries.
  • Impact since 2003:
    • Received over 250,000 computers.
    • Supported more than 2,500 projects worldwide.
  • Focus: Advancing individuals and communities through socio-economic education, aligned with United Nations Millennium Development Goals.
  • Don't confuse: Close the Gap only provides hardware—it also builds partnerships to deliver comprehensive software and hardware solutions, addressing the knowledge gap alongside the infrastructure gap.

🔧 Policy and infrastructure efforts

🔧 Federal Communications Commission (FCC) commitment

  • In 2017, FCC Chairman Ajit Pai reiterated commitment to bringing high-speed internet to lower-income communities.
  • The excerpt references an embedded map (not reproduced here) to track progress toward closing the digital divide.

🔧 Why bridging the divide matters

  • Over 80% of U.S. teachers believe online learning improves education.
  • One-third of all U.S. students, mostly from low-income households, lack home access to computers and internet.
  • Having a computer and internet at home is no longer a luxury—it is a necessity for quality education.
  • Example: Without home internet, a student cannot participate in online discussions, access digital textbooks, or submit assignments electronically, putting them at a disadvantage compared to peers with access.

🎯 Conclusion and call to action

🎯 The ongoing challenge

  • The digital divide originated from progressive efforts (e.g., the National Research and Education Network aimed to provide internet to all K-12 students) but inadvertently created access disparities.
  • Contributing factors include income, gender, geography, and infrastructure.
  • Since the digital divide was identified in 1996, programs like Close the Gap and Connect2Compete have worked to bridge it.

🎯 Knowledge as power

  • The authors believe that as individuals learn more about the prominence of the digital divide, the call to action will increase.
  • Understanding learning in the digital age means understanding both the solutions and the problems that arise as the world becomes more digital.
  • Many opportunities exist to aid in bridging the digital divide—awareness and participation are key.

🎯 Don't confuse: digital age benefits with universal access

  • While learning in the digital age offers positive opportunities (varied resources, global connectivity, mobile access), not everyone can equally participate.
  • Access problems are often rooted in financial constraints, making the digital divide a matter of equity, not just technology adoption.
7

Literacy in the Digital Age: From traditional to Digital to Mobile Digital Literacies

Chapter 7. Digital literacies and the skills of the digital age

🧭 Overview

🧠 One-sentence thesis

The evolution of mobile devices demands an expansion of digital literacy definitions to include Mobile Digital Literacies (MDLS), which recognizes that individuals can participate in digital communication and creation without traditional reading and writing skills.

📌 Key points (3–5)

  • Literacy definitions have evolved: UNESCO's definitions shifted from simple reading/writing (1958) to including digital communication and computation (2005).
  • Mobile devices change participation: People without traditional literacy can use mobile devices through voice features, pattern memorization, and multimedia, enabling them to communicate and conduct business.
  • Four stages of mobile digital literacy: Basic (voice communication), Technical (using device features), Online (browsing and searching), and Advanced Online (creating and understanding content).
  • Common confusion: Digital literacy is often framed as examining what others produce online, but it must also include self-examination of what individuals create and post (their "digital dossier").
  • Marginalized communities are now participants: Mobile devices allow traditionally excluded groups to enter and reshape global conversations, not just be left out of them.

📜 The evolution of literacy definitions

📜 UNESCO's changing definitions (1958–2005)

The excerpt traces how UNESCO redefined literacy over nearly five decades:

YearCore emphasisKey addition
1958Read and write a short simple statement about everyday lifeBasic comprehension
1978Functional literacy for community effectivenessUsing literacy for development
2005Identify, understand, interpret, create, communicate, computeDigital materials, continuum of learning, full societal participation
  • The shift shows literacy moving from a static skill to a dynamic, context-dependent capability.
  • By 2005, literacy explicitly includes digital and computational elements.

🌍 National definitions mirror UNESCO

The excerpt provides a table of national literacy definitions from 1975–2010. Examples:

  • Rwanda (1978), Argentina (1980), India (1981): "Read and write a short simple statement."
  • Ukraine (2001): "Any level of education or can read."
  • South Africa (2007): "Read and write in at least one language."
  • Chile (2009): "2 or more years of schooling is considered literate."

Why this matters: Countries adopted UNESCO's evolving stance, showing global alignment and the gradual inclusion of broader criteria (e.g., schooling, multiple languages).

🔄 From reading/writing to technology

  • Traditional literacy centered on mastery of reading and writing a language.
  • Modern literacy now includes "comprehension and how to use technology as a medium," not just technical language mastery.
  • The information age—characterized by widespread ICTs—has made information and communication dominant forces in human actions and institutions.

Don't confuse: The shift is not about replacing reading/writing but about expanding what counts as literate participation (e.g., using voice commands, creating multimedia).

🖥️ Digital literacy and its limitations

🖥️ What digital literacy means

Digital literacy: "a variety of skills associated with using ICT to find, evaluate, create, and communicate information. It is the sum of technical skills and cognitive skills people employ to use computers to retrieve information, interpret what they find, and judge quality. It also includes the ability to communicate and collaborate using the Internet—through blogs, self-published documents, presentations, and social networking platforms."
(U.S. Federal Communications Commission, as cited)

  • This definition is broad but still centers on computers and the Internet.
  • It does not explicitly mention mobile devices or their unique affordances (portability, individuality, voice features).

📱 Why mobile devices are different

The excerpt argues that mobile devices have evolved beyond "miniature computers":

  • They enable content creation, delivery, and consumption in new ways.
  • They allow participation without traditional literacy: e.g., voice communication, pattern memorization (dialing by memory), multimedia messaging.
  • Example: In India, 89% of the population are active mobile users, but the literacy rate is only 71.2%. Many people use mobile devices without being able to read or write.

Case study: Hole-in-the-wall experiment (Dr. Sugata Mitra, 1999)

  • A free computer was placed in a Delhi slum wall.
  • Children with no prior experience self-taught themselves to operate the computer.
  • Implication: One does not need formal schooling or traditional literacy to become digitally literate; similarly, one does not need to read/write to be mobile digitally literate.

🚫 What current definitions miss

  1. Mobile device affordances: Portability, individuality, voice features, multimedia.
  2. Self-examination: Current digital literacy focuses on critically evaluating others' content, not on examining one's own digital footprint (the "digital dossier").
  3. Participation by marginalized groups: Mobile devices enable those traditionally excluded to enter and reshape conversations, not just be passive recipients.

Don't confuse: Digital literacy as "examining what others produce" vs. Mobile Digital Literacies as "participating, creating, and self-examining."

📲 Mobile Digital Literacies (MDLS)

📲 Proposed definition

Mobile Digital Literacies (MDLS): "an individual's ability to identify, understand, interpret, create, and communicate using the features and functionality of a mobile phone. It also serves an opportunity to create an identity and bring more people into the dialogue by allowing those often left out of the conversation a chance to create, recreate, and reclaim their identities."

  • This definition emphasizes inclusion and identity creation, not just technical skill.
  • It recognizes that mobile devices lower barriers to participation (e.g., no need for traditional literacy).

🪜 Four stages of Mobile Digital Literacies

StageDescriptionExample
BasicUse voice to communicateMaking a phone call using speed dial or stored numbers; no reading/writing required
TechnicalUse device features beyond voiceSending texts, using camera, calendar, calculator; requires understanding of device functions
Online Digital LiteracyBrowse and search onlineUsing mobile apps and browsers to find content; requires connectivity and navigation skills
Advanced Online LiterateAccess, create, navigate, understand, and use content for decision-makingCreating multimedia content, participating in social networks, using information for complex tasks

Why stages matter: They show that mobile digital literacy is a continuum, not a binary (literate/illiterate). Even those at the "Basic" stage are participating in digital communication.

🌐 Affordances of mobile devices

  • Portability: Learn and communicate anywhere, anytime.
  • Individuality: Personalized use; the device becomes an extension of the user.
  • Inclusiveness: Allows diverse participation—voice, multimedia, pattern-based interaction—beyond reading/writing.

Example: A person who cannot read can still use a mobile phone to conduct business by memorizing button patterns or using voice commands.

🧩 Why the update is necessary

🧩 Mobile devices enable new forms of participation

  • Traditional view: Marginalized communities are left out due to the digital divide.
  • New reality: Mobile devices allow these communities to enter and reshape conversations.
  • The excerpt cites 2011 uprisings where mobile devices helped expose government injustices, showing the power of mobile-enabled participation.

Don't confuse: "Being left out" (old framing) vs. "Entering and altering the conversation" (new framing).

🪞 The digital dossier and self-examination

Digital dossier: "the accumulation of digital information about a person, starting even before birth (e.g., prenatal ultrasounds shared online) and continuing throughout life (doctor visits, social media posts, blogs, etc.)."
(Attributed to Daniel J. Solove, as cited in Palfrey & Gasser, 2008)

  • Current digital literacy teaches students to critically examine what others produce.
  • Missing: Lessons on self-examination—understanding and managing one's own digital footprint.
  • Example: A person born in 2000 may have 30 years of digital records by age 30, all accessible online. They need skills to understand and curate this dossier.

🌍 From global village to local villages

  • Early digital age rhetoric: "global village" (everyone connected equally).
  • Reality: "Groups with varied levels of participation in digital practices across local villages around the world."
  • Mobile devices reveal cultural differences and enable localized participation, not just homogenized global connectivity.

🔧 Components of an updated digital literacy

🔧 Three essential components (Kress, 2010)

The excerpt argues that any new definition of digital literacy must include:

  1. Rapid evolution of digital technologies: Definitions must adapt to new devices and platforms (e.g., mobile phones, not just computers).
  2. Multimodality: Digital communication now includes text, images, video, voice, etc., not just written text.
  3. Design over reading/writing: Emphasis on creating and interacting, not just consuming. Users are designers of their digital presence.

Why this matters: Traditional literacy separates "writing" (creation) and "reading" (consumption). Digital literacy blurs this line—everyone is both creator and consumer.

🛠️ Practical implications

  • Education: Schools should teach not just how to evaluate online content, but how to create, manage, and reflect on one's own digital identity.
  • Policy: Definitions of literacy (e.g., for funding, curriculum) should explicitly include mobile devices and multimodal communication.
  • Research: Studies should examine how marginalized groups use mobile devices to participate, not just how they are excluded.

Example: A student learns to critically analyze a news article (current focus) but also learns to examine their own social media posts for accuracy, tone, and long-term impact (needed focus).

🌉 Bridging the digital divide

🌉 Mobile devices as equalizers

  • The excerpt challenges the "can't chew and walk at the same time" argument—that developing regions must address basic needs (HIV/AIDS, malnutrition) before investing in ICTs.
  • Counter-argument: Mobile devices allow communities to address multiple issues simultaneously and participate in global conversations while tackling local challenges.

Example: A community facing health crises can use mobile devices to access health information, coordinate aid, and share their experiences globally—all without waiting for "more pressing issues" to be solved first.

🚧 Remaining challenges

The excerpt acknowledges that the digital divide persists:

  • Unreliable internet access.
  • Older, non-functional devices.
  • Inadequate cell phone data plans.
  • Lack of computers.

However: Even with these constraints, marginalized communities are finding ways to participate. The conversation should shift from "how they are left out" to "how they are altering the conversation."

Don't confuse: Acknowledging the digital divide (real barriers exist) vs. assuming it completely excludes participation (mobile devices enable workarounds).

8

Escape Rooms: An Alternative to Traditional Forms of Assessment

Chapter 8. Playful Approaches to Learning

🧭 Overview

🧠 One-sentence thesis

Educational escape rooms can serve as effective assessment tools that engage students through game-based learning while allowing teachers to evaluate both content mastery and social-emotional skills in ways that traditional tests cannot.

📌 Key points (3–5)

  • What educational escape rooms are: time-constrained, problem-based pedagogical activities where students solve puzzles and complete tasks to "escape," adapted from recreational escape room games that originated in Japan in 2007.
  • Multiple formats available: escape rooms can be in-person (physical classroom activities), blended (combining physical and digital elements), or fully digital (using platforms like Google Forms and Slides).
  • Why they work as assessments: escape rooms cover the same skills as traditional assessments but add collaboration, problem-solving, and engagement; teachers can assess formatively through individual challenges and summatively through overall success.
  • Common confusion: escape rooms are typically seen only as engagement tools, not as assessment instruments—but they can fulfill both roles when well-designed questions and takeaways are embedded in the puzzles.
  • Design requirements: teachers must identify audience, time, topic, learning takeaways, scenario story, puzzle sequence, and submission method before building the room.

🎮 What escape rooms are and where they came from

🎮 Definition and core mechanics

Escape rooms: "live-action team-based games where players discover clues, solve puzzles, and accomplish tasks in one or more rooms in order to accomplish a specific goal (usually escaping from the room) within a limited amount of time."

  • The key word is "escape"—to "free oneself from confinement."
  • Players work together under time pressure to solve interconnected challenges.
  • Success depends on discovering clues, solving puzzles, and completing tasks in sequence.

🗾 Origins and spread

  • First documented use: 2007 in Kyoto, Japan—a single-room game called Real Escape Game Event for 5–6 players.
  • Traced back to multiple genres: live-action role-playing, point-and-click adventure games, puzzle hunts, interactive theatre, haunted houses, adventure game shows, and movies.
  • Rapid global expansion: 2012–2013, recreational escape rooms spread worldwide, eventually reaching the United States (exact timeline unclear).
  • Transition to education: escape rooms moved from adult entertainment into classrooms as teachers recognized their potential as educational tools.

🏫 Educational escape rooms in practice

🏫 What makes an escape room "educational"

Educational escape rooms: pedagogical activities that are time-constrained and problem-based, encouraging active learning through discussions and cooperation.

  • They allow teachers to "free themselves and their students from the confinement of outdated and boring lessons."
  • They are interactive, encourage active learning, and promote discussion and cooperation among students.
  • They can be customized and differentiated to fit students' needs using a wide array of tools and resources.

📱 Three formats for classroom use

FormatDescriptionTools/Methods
In-personPhysical activities throughout the classroomHidden clues, puzzles, cash boxes, locks, keys, themed shoe boxes
BlendedMix of physical and digital elementsSome technology to present clues and track progress; combines physical items with digital platforms
Fully digitalEntirely online experienceGoogle Forms, Google Slides, Google Sites, Canva, Genially; virtual jigsaw puzzles, newspaper builders, custom eye charts
  • Digital escape rooms overcome traditional limitations: they are game-based and learner-centered, allowing students to practice cooperation and problem-solving while using a variety of digital materials.
  • Example: A virtual room (see figure 1 in the excerpt) where clickable props lead students to different challenges.

🎯 Benefits for learning

  • Engagement: Students are motivated by the game format and scenario story.
  • Collaboration: Students work in teams, practicing social-emotional skills.
  • Problem-solving: Students must think critically to solve puzzles and progress.
  • Differentiation: Teachers can tailor content, difficulty, and format to match students' learning styles and needs.
  • Cross-curricular: Puzzles can require math problems, scientific inquiries, riddles for English, or geography location-finding.

🛠️ How to design an educational escape room

🛠️ Step-by-step design process

  1. Identify audience, time, and topic: Know who will play, how long they have, and what content you want to cover.
  2. Pick learning takeaways: Select several key concepts or skills from your topic.
  3. Write a question for each takeaway: Create questions that challenge students to demonstrate what they know.
  4. Write a scenario story: Craft an engaging background story that explains why students are trapped and need to escape.
    • Example scenario: Students go on a field trip to a movie theater and become trapped inside; they must find a way to escape.
    • Tip: Hide clues in the scenario story that students can use to solve the first puzzle.
  5. Decide on steps and puzzles: Determine what tasks students will complete, what puzzles they will solve, and how they will unlock "keys" to progress.
  6. Create a digital form: Build a place where students can submit answers to progress through the escape room.
  7. Create a digital "room": Compile the background story, location, and answer submission in one place (e.g., a virtual room using Canva or Genially).

🧰 Tools and resources

  • For in-person rooms: Cash boxes, locks, keys, themed shoe boxes, and other physical items that fit the theme.
  • For blended or digital rooms:
    • Google Suite apps: Google Sites, Google Docs, Google Forms, Google Drawings (all free).
    • Design platforms: Canva, Genially (for templates and virtual rooms like bitmoji classrooms).
    • Online resources: Virtual jigsaw puzzles, virtual newspaper builders, custom eye charts, note generators.
    • YouTube videos: Many tutorials available to guide teachers through the creation process.
  • Note: Designing an escape room takes time but can be a fun and challenging endeavor that pays off in student engagement and motivation.

📊 Escape rooms as assessment tools

📊 Traditional assessment context

  • History: Since the 19th century, U.S. assessments were created to educate all citizens, inspired by economic and instructivist methods still present today.
  • Current practice: Schools often "teach to the test," focusing on test prep to achieve high scores.
  • Common assessment types:
    • Formative assessments: Administered during instruction to monitor learning.
    • Summative assessments: Administered after instruction to ensure students have learned the material.
    • Typical methods: Portfolios, traditional pen-and-paper tests (quizzes, exams).
  • Problem: Technology tools used for engagement are rarely used for assessment; current methods do not encourage collaboration or unique uses of educational technology.

🎯 Why escape rooms work as assessments

  • Cover the same skills: Escape rooms already require students to demonstrate knowledge and skills expected in traditional assessments.
  • Formative assessment built-in: Each challenge with a well-developed question allows teachers to assess students formatively as they progress.
  • Summative assessment built-in: How successfully students escape the room serves as a summative measure of overall understanding.
  • Unique and discreet assessment: Different challenges and puzzle types create varied ways to assess students across subjects (math problems, scientific inquiries, riddles, geography).
  • Flexibility in grouping: Teachers can decide how much students do together vs. individually, allowing for both group and individual assessment.

🤝 Assessing social-emotional skills

  • Collaboration and cooperation: Teachers can observe how well students work together to overcome mutual challenges.
  • Group assessment insights:
    • Identify students who need more help (those less involved in solving challenges).
    • Identify students ready for more challenging tasks (those who emerge as leaders).
  • Don't confuse: Escape rooms assess not only content knowledge but also teamwork, communication, and problem-solving processes—skills that traditional tests rarely measure.

🔄 Rethinking assessment goals

  • Current limitation: Traditional assessments treat students as "vessels to be filled with knowledge" by teachers.
  • New vision: Classrooms should become "communities of learning and interpretation, where students are given significant opportunity to take charge of their own learning."
  • Escape rooms support this shift: They are game-based, learner-centered, and encourage students to retain more knowledge through engagement and collaboration.

🌟 Broader implications and future

🌟 Technology as a tool, not a goal

  • Key principle: Technology is "a means, not an end; it is a tool for achieving instructional goals, not a goal in itself."
  • Most powerful use: Technology is most effective "when used as a tool for problem-solving, conceptual development, and critical thinking."
  • Application to escape rooms: Digital escape rooms exemplify this principle by using technology to enhance learning, not replace it.

📚 Evidence of effectiveness

  • Rapid expansion: Studies by Huang et al. (2020), Taraldsen et al. (2020), and Makri et al. (2021) highlight the extensive use of escape rooms in educational settings.
  • Cross-disciplinary use: Escape rooms have gained popularity in many academic disciplines, showing they can be used for any subject at any grade or educational level.
  • Grade-level adaptability: Each grade level has unique advantages and challenges when designing and implementing escape rooms, but a "gameful approach" can be effective everywhere.

🚀 Why it matters for the future

  • Engagement and motivation: Escape rooms unlock different learning opportunities while promoting active engagement and collaboration.
  • Building future innovators: Escape room activities "help kindle children's wonder and determination, which is crucial to building a foundation for future innovators."
  • Keeping education current: Schools should not be left behind with outdated technology, textbooks, and techniques; escape rooms represent a modern, 21st-century method to reach 21st-century students.
  • Future potential: Time will tell how gamified education evolves as teachers find new ways to implement escape rooms to engage and assess students.
9

Resources

Chapter 9. The Digital Divide

🧭 Overview

🧠 One-sentence thesis

This chapter provides a curated list of readings, videos, and resources to inform thinking on learning in the digital age, presenting different debates and arguments without endorsement.

📌 Key points (3–5)

  • Purpose of the list: to show different debates and arguments around digital learning, not to endorse specific views.
  • Three organizing questions: What do we need/want to know about digital learning? What is different about learners in a digital age? Do we need new learning theories to explain learning in the digital age?
  • Multiple formats: includes academic articles, book chapters, and videos covering topics like play, creativity, and digital visitors vs. residents.
  • Common confusion: inclusion in the list does not mean the author agrees with the views presented; it simply reflects the range of perspectives in the field.

📚 Readings organized by key questions

📚 What do we need/want to know about digital learning?

The excerpt lists three readings that address foundational questions about digital learning:

  • Bates (2015): focuses on fundamental change in education in the context of teaching in a digital age.
  • Spector & Kinshuk (2011): introduces learning to solve problems in the digital age, offering multiple perspectives on problem solving and learning.
  • Ifenthaler (2010): examines learning and instruction specifically in the digital age context.

These readings help frame what educators and researchers should understand about how digital environments change learning.

👥 What is different about learners in a digital age?

The excerpt provides eight readings exploring whether and how learners differ in digital contexts:

  • Prensky (2001): introduces the "Digital Natives, Digital Immigrants" framework in two parts—Part 1 defines the terms, Part 2 asks "Do They Really Think Differently?"
  • Critical responses: Bennett, Maton, and Kervin (2008) offer a critical review of the digital natives evidence; Bennett & Maton (2010) call for more nuanced understanding beyond the digital natives debate.
  • Empirical studies: Thompson (2013) examines technology use patterns and learning approaches; Ball et al. (2017) explore the physical-digital divide between digital natives and physical natives.
  • Recent perspectives: Bullen & Morgan (2016) argue for "digital learners not digital natives"; Judd (2018) discusses the rise and fall of the digital natives concept.
  • Future-oriented: Asino, Young & Peck (2015) work on positing the future.

Don't confuse: The "digital natives" label with empirical reality—the excerpt shows substantial debate and critical examination of whether this concept accurately describes learners.

🧠 Do we need new learning theories?

The excerpt lists three readings on connectivism and new theoretical frameworks:

  • Siemens (2005): proposes connectivism as a learning theory for the digital age.
  • Clarà & Barberà (2013): examine learning online, MOOCs, connectivism, and cultural psychology.
  • Tschofen & Mackness (2012): explore connectivism and dimensions of individual experience.

Example: These readings address whether traditional learning theories suffice or whether digital environments require fundamentally new explanatory frameworks.

🎥 Video resources

🎥 Play and creativity themes

The excerpt lists five videos focused on play, creativity, and digital engagement:

Video titleDurationPresenter/Source
The importance of play5:10London Borough of Hounslow
Play is more than fun26:42Stuart Brown
Tales of creativity and play27:58Tim Brown
The importance of play18:27John Cohn
Visitors and Residents7:07David White
  • The first four videos emphasize the role of play in learning and creativity.
  • The "Visitors and Residents" video (David White) likely addresses how people engage with digital spaces—as temporary visitors or as residents who inhabit them.

🎥 Why video resources matter

  • Videos provide alternative formats for exploring digital learning concepts.
  • They complement the academic readings by offering visual and narrative explanations.
  • The range of durations (5 to 27 minutes) allows for different levels of engagement.

🔗 Link maintenance and chapter organization

🔗 Links by chapter structure

The excerpt includes a "Links by Chapter" section that tracks the status of URLs originally formatted to be live in the text:

  • Purpose: to document which links were checked, when they were checked, and whether they still work.
  • Date checked: all links shown were checked on 6.12.24 (December 6, 2024).
  • Status notes: many links are marked as "dead link," "page not found," "site cannot be reached," or "format removed" when they no longer function.

Example: The link to https://www.pcgamer.com/best-board-games/ was checked and still works, while https://www.gdlcouncil.org/index.html returned a 404 error and had its formatting removed.

🔗 Chapters covered in link tracking

The excerpt lists link status for multiple chapters:

  1. Board games and learning: Why care in the digital age? (Bayeck)
  2. Effective instruction in blended learning environments (McCabe & Francis)
  3. Podcasting as a mode of motivation in online and blended learning (Lewis & Francis)
  4. Virtual proctoring and academic integrity (Kolski)
  5. Personal learning networks: Defining and building a PLN (Green)
  6. Digital learners in the workplace (Wise)
  7. Digital literacies and the skills of the digital age (Green)
  8. Playful approaches to learning (Essmiller)
  9. The digital divide (Brown)
  10. Ignored conversations: Higher education funding in the digital age (Shikongo)
  11. Literacy in the digital age: From traditional to digital to mobile digital literacies (Asino, Jha & Adewumi)

Don't confuse: the link-checking section with the main content—it is a maintenance record, not a substantive part of the learning resources.

📖 How to use these resources

📖 Reading with critical awareness

Inclusion below does not mean an endorsement or agreeing with the views of the authors. Rather it is simply to show the different debates and arguments around the topic.

  • The excerpt explicitly states that listed resources represent a range of perspectives, not necessarily the author's position.
  • Readers should approach each resource as one voice in an ongoing conversation about digital learning.
  • The organization by question helps readers navigate to topics of interest.

📖 Balancing breadth and depth

  • The readings cover foundational questions, learner characteristics, and theoretical frameworks.
  • The videos offer shorter, more accessible entry points to key themes like play and digital engagement.
  • The link-tracking section shows that some resources are no longer accessible, which is a practical reality of digital scholarship.

Example: A reader interested in whether learners today are fundamentally different might start with Prensky's original articles, then read the critical responses by Bennett et al. to see both sides of the debate.

10

Chapter 10. Ignored Conversations: Higher education funding in the digital age

Chapter 10. Ignored Conversations: Higher education funding in the digital age

🧭 Overview

🧠 One-sentence thesis

The excerpt provided consists entirely of reference link-checking metadata and does not contain substantive content about higher education funding in the digital age.

📌 Key points (3–5)

  • The excerpt is a technical appendix listing URLs, dates checked, and editorial notes for a chapter titled "Ignored Conversations: Higher education funding in the digital age."
  • No conceptual content, arguments, data, or analysis about higher education funding is present.
  • The links reference topics such as Namibian education protests (#FeesMustFall), World Bank poverty indicators, and university news, but no explanatory text accompanies them.
  • The excerpt cannot support a substantive review of the chapter's thesis or key concepts.

📋 What the excerpt contains

📋 Link verification table only

The excerpt is a quality-control log for web references. It includes:

  • URLs to external sources
  • Dates when links were checked (primarily 6.12.24)
  • Editor initials (KE)
  • Status notes: "Error 500, format removed," "Page not found, format removed," "Unavailable, format removed," "Does not link to archived article"

🔗 Inferred topic areas from URLs

Although no explanatory text is provided, the URLs suggest the chapter may have discussed:

  • Namibian higher education context: references to observer.com.na, bon.com.na, and the #FeesMustFall movement
  • Economic inequality: World Bank Gini coefficient data for Namibia
  • Student protests: South African History Archive link to University of Witwatersrand protests (2015)
  • Regional higher education news: University World News and The Namibian newspaper

Important limitation: These are inferences from link domains only; the excerpt does not explain how these sources were used or what arguments they supported.

⚠️ Limitations for review purposes

⚠️ No substantive content available

  • The excerpt does not define key terms (e.g., "ignored conversations," "digital age funding models").
  • No thesis statement, evidence, or conclusions are present.
  • No mechanisms, comparisons, or conceptual frameworks are explained.
  • A meaningful review of the chapter's arguments cannot be produced from this metadata alone.

📌 What would be needed

To write a proper review, the excerpt would need to include:

  • The chapter's introduction or abstract
  • Definitions of core concepts (e.g., funding models, digital transformation costs)
  • Arguments or data about how digitalization affects higher education finance
  • Analysis of the "ignored conversations" the title references
11

Literacy in the Digital Age: From Traditional to Digital to Mobile Digital Literacies

Chapter 11. Literacy in the Digital Age: From traditional to Digital to Mobile Digital Literacies

🧭 Overview

🧠 One-sentence thesis

The excerpt consists entirely of broken links and reference metadata without substantive content about literacy concepts or frameworks.

📌 Key points (3–5)

  • The excerpt contains only URLs, error messages, and link-checking notes.
  • No definitions, theories, or explanations of traditional, digital, or mobile digital literacies are present.
  • Multiple links are marked as "Page not found," "Site can't be reached," or "Error 500."
  • References span topics including digital literacy standards, the digital divide, higher education funding, and playful learning approaches.
  • The excerpt provides no usable information for understanding literacy concepts in the digital age.

📋 What the excerpt contains

🔗 Link metadata only

The excerpt is a technical reference list showing:

  • URLs to various organizations and resources (e.g., ISTE standards, UNESCO files, media literacy sites)
  • Date-checked timestamps (e.g., "6.12.24 KE")
  • Error status notes ("404 Page not found," "Site can't be reached," "format removed KE")

🚫 Missing substantive content

What is absent:

  • Definitions of traditional literacy, digital literacy, or mobile digital literacy
  • Explanations of how literacy has evolved with technology
  • Frameworks or models for understanding digital-age literacy
  • Comparisons between different types of literacy
  • Pedagogical approaches or learning strategies
  • Research findings or case studies

⚠️ Note for review purposes

⚠️ No reviewable material

This excerpt cannot support meaningful study notes because:

  • It contains no explanatory text about literacy concepts
  • All substantive content exists only as inaccessible external links
  • The only information present is technical metadata about link status
  • No claims, arguments, or conclusions about literacy are stated in the excerpt itself

To create proper review notes for this chapter, the actual chapter text (not just the reference list) would be needed.

12

Chapter 12. The Digital Divide and the Lack of Financial Literacy among First Generation

Chapter 12. The Digital Divide and the lack Financial Literacy among First Generation

🧭 Overview

🧠 One-sentence thesis

The excerpt does not contain substantive content related to the digital divide or financial literacy; it consists solely of a list of URLs, error messages, and link-checking notes.

📌 Key points (3–5)

  • The excerpt is a reference list or appendix documenting web links and their accessibility status.
  • Many links are marked as inaccessible ("Page not found," "Site can't be reached," "Error 500," "File not found").
  • Topics mentioned in link labels include digital literacy, playful learning approaches, the digital divide, higher education funding, and mobile digital literacies.
  • No definitions, arguments, mechanisms, or substantive explanations are provided in the excerpt.
  • The excerpt appears to be technical documentation rather than chapter content.

📋 What the excerpt contains

📋 Structure of the excerpt

The excerpt is organized as a series of link entries with the following pattern:

  • A topic or source label (e.g., "The digital divide," "Playful approaches to learning")
  • Author names (e.g., "Brown Brown," "Essmiller Essmiller," "Asino, Jha & Adewumi")
  • Column headers: "Link," "Date Checked," "Notes"
  • URLs followed by status notes

🔗 Link status categories

The excerpt documents several types of link problems:

  • 404 errors: "Page not found"
  • Connectivity issues: "Site can't be reached," "This site can't be reached"
  • Server errors: "Error 500"
  • File errors: "File not found"
  • Format notes: Many entries include "format removed KE"
  • Partial access: Some links reach a site but not the specific archived article

🚫 Absence of substantive content

🚫 No conceptual material

The excerpt does not explain:

  • What the digital divide is
  • How financial literacy relates to first-generation students or populations
  • Any theories, frameworks, or research findings
  • Any mechanisms, causes, or effects
  • Any policy recommendations or interventions

🚫 Topics hinted at but not developed

Based on link labels, the chapter may have originally covered:

  • Digital literacy fundamentals and standards
  • Educational technology tools
  • The digital divide as a concept
  • Higher education funding issues (including references to Namibia and #FeesMustFall)
  • Traditional vs. digital vs. mobile literacies
  • Playful learning approaches

However, none of these topics are explained or discussed in the provided excerpt.

⚠️ Note for review purposes

⚠️ What this excerpt represents

This appears to be:

  • A bibliography or reference section with link-checking metadata
  • Quality-control documentation tracking broken links
  • An appendix rather than the main chapter text

⚠️ What is missing

To create meaningful review notes on the digital divide and financial literacy among first-generation populations, the actual chapter content—including definitions, arguments, evidence, and analysis—would be required. The current excerpt provides only the skeleton of a reference list without the substantive material needed for study or review.

13

Chapter 13. Escape Rooms: An Alternative to Traditional Forms of Assessment

Chapter 13. Escape Rooms: An Alternative to Traditional Forms of Assessment

🧭 Overview

🧠 One-sentence thesis

The excerpt provided contains no substantive content related to escape rooms or assessment methods, consisting only of broken hyperlinks, error messages, and reference metadata from unrelated chapters.

📌 Key points (3–5)

  • The excerpt does not contain any discussion of escape rooms as an assessment tool.
  • All content consists of URLs, error messages ("404 Page not found," "Site can't be reached," "Error 500"), and date-checked notes.
  • References appear to relate to digital literacy, the digital divide, higher education funding, and mobile literacies—topics unrelated to the chapter title.
  • No definitions, concepts, mechanisms, or conclusions about escape rooms or assessment are present in the excerpt.

📭 Content status

📭 What the excerpt contains

The provided text is entirely composed of:

  • Broken or inaccessible web links (e.g., https://www.gdlcouncil.org/index.html, http://www.ictliteracy.info/)
  • Error notifications ("404 Page not found," "This site can't be reached," "Error 500," "File not found")
  • Date stamps and checker initials (e.g., "6.12.24 KE")
  • Format removal notes ("format removed KE")
  • Page headers from other chapters ("LEARNING IN THE DIGITAL AGE 225," "226 TUTALENI I. ASINO")

🚫 What is missing

  • Any explanation of what escape rooms are or how they function as assessment tools
  • Comparison between escape rooms and traditional assessment methods
  • Pedagogical rationale, implementation strategies, or learning outcomes
  • Case studies, examples, or research findings related to escape room assessments
  • Definitions, frameworks, or theoretical foundations

⚠️ Note for reviewers

⚠️ Excerpt limitations

The excerpt does not support the creation of meaningful review notes about escape rooms or alternative assessment. The text appears to be a reference list or bibliography section with technical errors, drawn from chapters on digital literacy and education technology rather than the titled chapter on escape rooms.

To produce substantive review notes, a different excerpt containing the actual chapter content would be required.

14

Resources

Chapter 14. Resources

🧭 Overview

🧠 One-sentence thesis

This chapter curates a collection of readings and videos representing diverse debates and arguments about learning in the digital age, without endorsing any single viewpoint.

📌 Key points (3–5)

  • Purpose of the list: to show different debates and arguments, not to endorse specific views.
  • Three organizing questions: What do we need to know about digital learning? What is different about learners in a digital age? Do we need new learning theories?
  • Common confusion: inclusion in the list does not mean agreement—it signals relevance to the debate.
  • Format variety: both academic readings and videos are provided to explore multiple perspectives.

📚 Organizing questions and readings

📚 What do we need/want to know about digital learning?

Three readings address foundational questions:

  • Bates (2015): "Fundamental change in education" from Teaching in a digital age.
  • Spector & Kinshuk (2011): "Learning to Solve Problems in the Digital Age: Introduction" in Multiple perspectives on problem solving and learning in the digital age.
  • Ifenthaler (2010): "Learning and instruction in the digital age" in Learning and Instruction in the Digital Age.

These readings frame the broader context of how digital environments may require rethinking educational approaches.

👥 What is different about learners in a digital age?

Eight readings explore whether and how learners have changed:

Author(s)YearFocus
Prensky2001"Digital Natives, Digital Immigrants" (Parts 1 & 2)
Bullen & Morgan2016"Digital learners not digital natives"
Asino, Young & Peck2015Positing the Future
Bennett, Maton & Kervin2008Critical review of the 'digital natives' debate
Bennett & Maton2010Beyond the 'digital natives' debate
Thompson2013Technology use patterns and approaches to learning
Ball et al.2017The physical-digital divide
Judd2018"The rise and fall (?) of the digital natives"

Don't confuse: "digital native" as a label vs. actual evidence of different learning patterns—several readings critically examine whether the generational divide is real or overstated.

🧠 Do we need new learning theories?

Three readings debate whether existing theories suffice or new frameworks are needed:

  • Siemens (2005): "Connectivism: A learning theory for the digital age."
  • Clarà & Barberà (2013): "Learning online: massive open online courses (MOOCs), connectivism, and cultural psychology."
  • Tschofen & Mackness (2012): "Connectivism and dimensions of individual experience."

These readings center on connectivism, a proposed learning theory for networked, digital environments.

🎥 Video resources

🎥 Themes covered

Five videos explore play, creativity, and digital engagement:

TitleDurationSpeaker/Source
The importance of play5:10London Borough of Hounslow
Play is more than fun26:42Stuart Brown
Tales of creativity and play27:58Tim Brown
The importance of play18:27John Cohn
Visitors and Residents7:07David White

Why play matters: multiple videos emphasize play as a lens for understanding learning and creativity, not just entertainment.

Visitors and Residents: this video (David White) offers a framework for understanding how people engage with digital spaces—an alternative to the "digital native" binary.

🔗 Link verification appendix

🔗 Purpose and scope

The chapter includes a "Links by Chapter" appendix documenting the status of hyperlinks from earlier chapters, checked on 6.12.24.

  • Links are organized by chapter and author.
  • Notes indicate whether links are live, dead, redirected, or removed.
  • Example: "Page not found, format removed KE" signals a broken link that has been de-formatted.

Don't confuse: this appendix is not part of the resource recommendations—it is a maintenance log for the book's earlier chapters.

🔗 Common link issues

  • Dead links: some URLs return 404 or "site cannot be reached."
  • Redirects: some links now point to home pages rather than specific articles (e.g., Pearson, Flipgrid → Flip).
  • Format removal: when a link is broken, the editor (KE) removes hyperlink formatting but may leave the text for reference.

Example: the Flipgrid link now redirects to "Flip" (the service was renamed), but the link still works.