Wednesday, 29 October 2014

Week 5 Part 1- Why should teachers care about digital literacy?


Within in this blog entry, I am intending to debate the pros and cons as well as future challenges associated with digital literacy within a classroom environment.

Reflecting upon my reading, I discovered that the usage of digital literacy within the classroom often received mixed views from practitioners, many declaring that the use of television was harmful to children’s overall language development, proposing negative views towards the use of gaming, (Marsh et al 2005). Despite this view, the majority of practitioners expressed favourable opinions of the utilisation of digital literacy and of gaming in general, recognising in the process, that education has a responsibility to embrace modern technology that wider society recognises so readily. In order that children are adequately prepared for ‘working life’, believing that children’s popular culture had a significant role to play in the overall educational process, suggesting even more activities could be based upon this, (Marsh et al, 2005).

Digital Literacy is represented in many different formats, Heick (2004), describe digital literacy as the ability to interpret, design and nuance communication across fluent digital formats, including: television, video gaming, graphic novels and even modern day comic books. Children are frequently exposed to technological advancements and achievements on a daily basis (television, media outlet, school playground), (Higgins 2012). In addition, popular culture is often utilised within an early years setting with popular children’s characters and programmes providing many distinctive props and narrative to enthuse early year practices i.e. role play- imaginative learning, (Marsh et al 2005).

However, as mentioned previously, it has been documented, that all aspects of popular culture has received universal acclaim. In fact, certain educators disapprove of the utilisation of comic books, within an educational sphere. Often believing that comic books represent inferior reading material, (Marsh & Millard, 2000). However, Marsh et al (2005), disagrees with this opinion, commenting that comic books produced for early years children are designed to promote learning, containing activities which required a certain amount of adult interaction, embedded within them.

Considering other important aspects of digital literacy, highlighted within my reading was the utilisation of IT resources within early year’s settings. The reading outlined quite shocking statistics confirming how little IT is utilised within early years. Statistical analysis suggests, that 18% of practitioners work within a setting that has to a interactive whiteboard and only 7% confirmed they had utilised this device within the last week (Marsh et al, 2005). However, perhaps an even more alarming figure, was that 48% of all settings did not have access to either a television, DVD/video player, desktop computer, CD player or a digital camera, (Marsh et al, 2005). This situation, opposes a massive challenge, when practitioners are trying to introduce children to digital literacy without the appropriate devices, resulting in the tuition of technology being compromised, limiting children’s experiences and understanding of digital literacy.

Another challenge, highlighted in my reading, was the training and the subsequent confidence demonstrated by early years practitioners. Marsh et al (2005) explains that the overall level of qualification required (of many practitioners) often has a negative impact on the practitioner’s abilities to determine ‘practised confidence’ when utilising various forms of digital technology. This only serves to highlight the importance of high quality training provided to all staff members, which is constantly monitored and revisited. It is fair to comment that many older practitioners are generally more likely to demonstrate a lack of confidence when utilising digital technology within a classroom environment. Marsh et al (2005) explains that there appears to be a ‘digital divide’ with regard to digital insiders and outsiders- between people who have been immersed in technology from a young age and people who have had to acquire the skills at a later stage in life.

In conclusion, my reading supports the utilisation of popular culture within early year settings, this has been clearly demonstrated by the educational fraternities, thorough use of various surveys carried out in different early year settings. It would appear that the use of children’s popular culture to promote learning in early years settings, is more prevalent than has been previously identified, (Marsh et al, 2005).  The reading also discusses the utilisation of new technologies, explaining that many practitioners were less confident in this area, despite the extensive body of work available for practitioners to utilise, (Marsh et al, 2005).



Bibliography


Heick, T. (2014) The Definition of Digital Literacy. Available at: http://www.teachthought.com/technology/the-definition-of-digital-literacy (Accessed: 27.10.2014)

Higgins S (2012) ‘Summary of Key points’ in ‘The Impact of Digital Technology on Learning:  A Summary for the Education Endowment Foundation: Full Report’, Durham University

Marsh, J., Brooks, G., Hughes, J., Ritchie, L., Roberts, S. & Wright, K. (2005) Digital beginnings: Young children’s use of popular culture, media and new technologies, Literacy Research Centre: University of Sheffield

Millard and Marsh (2001) 'Sending Minnie the Minx Home: comics and reading choices' Cambridge Journal of Education, 31:1, 25 - 38 (pdf)

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