Digital Literacy and Digitalliteracies - Policy Pedagogy
Digital Literacy and Digitalliteracies - Policy Pedagogy
Digital Literacy and Digitalliteracies - Policy Pedagogy
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Colin Lankshear
Adjunct Professor, James Cook University, Australia
c.lankshear@yahoo.com
Michele Knobel
Nordic Journal of Digital Literacy, Professor, Montclair State University, USA
2006–2016, p. 8–20 knobelm@mail.montclair.edu
ISSN online: 1891-943X
P EER RE V I EW ED A RTIC LE S A M M E N DR A G
«Digital literacy» er i stadig større grad uttrykt som et utdanningspolitisk mål.
Populære definisjoner varierer i innhold, men målsettingen for begrepet er
sjelden problematisert. Denne artikkelen diskuterer «digital literacy» ut fra en
forståelse om at begrepet ikke er lukket, entydig og selvforklarende. Snarere
enn å forstå «digital literacy» som et enhetlig fenomen, er det bedre å tenke seg
et spekter av «digital literacies». Artikkelen konkluderer med å synliggjøre
dette argumentets mulige implikasjoner for utdanningspolitikk, pedagogikk og
forskning.
AB STRA CT
«Digital literacy» is increasingly being identified as a formal educational goal.
While mainstream definitions vary in detail, the scope and meaning of digital
literacy are rarely seen as problematic. This paper argues that typical
mainstream accounts of digital literacy are seriously flawed. Rather than
conceiving digital literacy as some unitary phenomenon it is better to think in
terms of diverse digital literacies. The paper concludes by identifying some
implications of this argument for educational policy, pedagogy and research.
Key words
digital literacy, literacies, sociocultural, social practice, blogs, fanfic
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NORDIC JOURNAL OF DIGITAL LITERACY | 2006–2016 9
Paul Gilster defines digital literacy as «the ability to understand and use infor-
mation in multiple formats from a wide variety of sources when it is presented
via computers» and, particularly, through the medium of the Internet (Gilster,
in Pool 1997: 6). He emphasizes what he sees as inherent differences between
digital information media and conventional print media. Digital literacy
involves «adapting our skills to an evocative new medium, [and] our experi-
ence of the Internet will be determined by how we master its core competen-
cies» (ibid.). These competencies are not merely «operational» or «technical»
competencies, however. Digital literacy involves «mastering ideas, not key-
strokes» (ibid.). Gilster identifies four key digital literacy competencies:
knowledge assembly, evaluating information content, searching the Internet,
and navigating hypertext. He describes each at length in his book, Digital
Literacy (Gilster 1997). Gilster claims we need to teach and learn «how to use
the Web properly and how to be critical» and that «we all need to learn that
skill» (Gilster, in Pool 1997: 8). Citing the familiar image of students using the
Internet to find information that they simply cut and paste into a «cobbled-
together collection of quotes or multimedia items,» Gilster argues that we need
to teach students «how to assimilate the information, evaluate it, and then
reintegrate it» (in Pool 1997: 9).
Toward the «keystroke» end of the spectrum is the approach of the Global
Digital Literacy Council (GDLC). One of the Council’s core objectives is to
«review and update the Digital Literacy Standards based on input from subject
matter experts worldwide.» (gdlcouncil.org) Current GDLC standards are
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10 DIGITAL LITERACY AND DIGITAL LITERACIES: | COLIN LANKSHEAR AND MICHELE KNOBEL
reflected in the Internet and Computing Core Certification (IC³) program pro-
vided by Certiport (certiport.com). This covers Computing Fundamentals, Key
Applications, and Living Online. The Computing Fundamentals test items
involve tasks like asking learners to click on all the «output devices» from a
list containing items like joystick, monitor, speakers, keyboard, etc.; to choose
among four items (one thousand, one million, one billion, one trillion) for the
number of bytes in a megabyte; to create a new folder on the C drive within a
simulated file manager; and to match «operating system,» «application» and
«utility program» to three provided definitions. The items testing Key Appli-
cations use a range of simulations and ask learners to insert content from the
clipboard at the designated insertion point, and exit Word without using the
close box. Items assessing knowledge and skills related to Living Online use
simulations to have respondents enter a subject in an email message and send
the message, go to a specified address on a web page, and locate the history of
sites visited in a web browser.
The ETS operationalization comprises 12–15 real time tasks that are «scenario-
based» (for examples of tasks see <ets.org/Media/Tests/ICT_Literacy/pdf/
ict_literacy_task_matrix.pdf>). Tasks include subject matter from the areas of
humanities, natural science, social studies, popular culture and practical
affairs, and use a generic version of one or more of 12 named ICT tools (e.g.,
a word processor, presentation software, a web browser, an email client). Test
takers perform a range of «information management tasks,» including
«extracting information from a database, developing a spreadsheet, or com-
posing an e-mail based on research findings.» The seven competencies are:
Define, Access, Manage, Integrate, Evaluate, Create and Communicate.
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NORDIC JOURNAL OF DIGITAL LITERACY | 2006–2016 11
First, they confine «digital literacy» to roles concerned with information. This
tendency is well illustrated by the ETS operationalization, where potentially
expansive competencies like «Create» and «Communicate» are described
purely in terms of information.
As has been claimed for conventional literacy, digital literacy is seen to have
causal efficacy, to generate outcomes in the world. For example, a digitally lit-
erate population will function better in a knowledge economy and be better
equipped to promote their best interests and those of others who depend upon
them. When one «has» digital literacy good things can happen; when one lacks
digital literacy one is vulnerable and undesirable things can happen.
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12 DIGITAL LITERACY AND DIGITAL LITERACIES: | COLIN LANKSHEAR AND MICHELE KNOBEL
This autonomous model resonates with the different accounts of digital liter-
acy described above. «Digital literacy» consists in so many lists of abstracted
skills and techniques that a proficient person can «do.» Once they «have» these
«skills» they can use them purposefully at work, at home, at school, etc., and
function «competently.» Courses are created to teach learners these tools/tech-
niques/skills, and certify them when they are finished. (This logic is almost the
exact reverse of what young people do when they set about learning how to
play an online game and become part of an online gaming community.)
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distributed under the terms of the Creative Commons CC-BY-NC-SA 4.0 License (http://
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NORDIC JOURNAL OF DIGITAL LITERACY | 2006–2016 13
Sociocultural critique of the autonomous model of literacy does not deny that
social practices of reading and writing involve elements of skill and technique.
Clearly, they do. The point is, however, that these «skills» and «techniques»
take on very different forms when embedded in different social practices
involving different purposes and where different kinds of meaning are at stake.
Moreover, the skills and techniques of decoding and encoding do not help very
much on their own with explicating «reading» and «writing». This is because
reading and writing are always «reading and writing with meaning» and this
meaning is not primarily, or even substantially, a function of some «skill» or
«technique» that might be called «comprehension.» It is predominantly a func-
tion of social practice, social context, and Discourse (Gee 2004).
From a sociocultural perspective, there is not just literacy. Rather, there are
very many qualitatively different social practices of reading and writing, and
many different conceptions of what is involved in reading and writing. There
are very many cultural ways in which people read and write. Individuals move
in and out of multiple ways of reading and writing. In other words, there are
very many literacies. This is what Brian Street (1984: 1) means when he says
that the word «literacy» should be understood as «a shorthand for the social
practices and conceptions of reading and writing.» Writing a doctoral thesis is
a radically different practice from writing a shopping list. The element they
seem to have in common – encoding text – is the least important consideration.
To think of these practices as different manifestations of some «thing» called
literacy is like thinking of building a bridge and building a warehouse as dif-
ferent manifestations of mixing cement.
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14 DIGITAL LITERACY AND DIGITAL LITERACIES: | COLIN LANKSHEAR AND MICHELE KNOBEL
(a) Weblogs/blogging
A weblog – or «blog» – is «a website that is up-dated frequently, with new
material posted at the top of the page» (Blood 2002: 12). Blogs began in the
early 1990s as websites that listed annotated hyperlinks to other websites con-
taining interesting, curious, hilarious or otherwise noteworthy content recom-
mended by the publisher of the weblog. Early blog publishers – «bloggers» –
tended to be computing «insiders» because some knowledge of webpage and
hyperlink coding was needed to post material to the Internet. Since 1999, how-
ever, easily-used weblog publishing tools and readily available web hosting
have spawned a new mass generation of bloggers that is much more diverse
than the original blogging generation. On 7 October, 2005, the weblog search
engine Technorati.com claimed to be searching 19 million weblogs world-
wide. Many bloggers use weblogs as a medium more like regularly updated
journals than indices of hyperlinks, and postings can document anything and
everything from what the blogger had for lunch that day; movie and music
reviews; descriptions of shopping trips; through to latest illustrations com-
pleted by the blogger for offline texts; and the like. Posts may combine photo-
graphs and other graphics along with text, hypertext and audio. Weblogs are
largely interest-driven and many weblogging practices are primarily con-
cerned with creating social alliances (Blood 2002). Some bloggers update
several times a day, while others may update every few days, once a week, or
even less regularly.
Blogs are created and maintained for diverse purposes and as part of diverse
social practices. These include, but are far from exhausted by (combinations
of) the following: as personal diaries/journals; to provide alternative accounts
of events and other phenomena to those of mainstream media as part of a citi-
zen journalist practice; to critique mainstream broadcasting of news events as
part of a «news watch» affinity space; to sell products or distribute corporate
news as part of commercial practice; to express personal opinions as part of
one’s alliance with particular points-of-view or perspectives; to archive mem-
ories (e.g., photo blogs, audio blogs, video blogs); to parody other blogs and
other media; to augment fanfiction writing or drawing; to archive or index pro-
fession-related materials (e.g., hyperlinks to relevant policy documents and
news reports etc.); to augment hobbies and pastimes (e.g., collecting items,
techno-gadgetry, genealogy studies, sport); to notify fans of popular culture
events and information (like band tour dates, author readings and book events,
art and design world developments), and so on. The sheer diversity of weblogs
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NORDIC JOURNAL OF DIGITAL LITERACY | 2006–2016 15
(b) Fanfiction
In fanfiction – or «fanfic» to aficionados – devotees of a television show,
movie, book, video game etc. write stories (or songs, poems, or create draw-
ings) about its characters. In the main, fanfictions chronicle alternate adven-
tures, mishaps or even alternate histories/futures for main characters, relocate
main characters to a new universe altogether, fill in plot holes, or realize rela-
tionships between characters that were only hinted at, if that, on screen, and so
on. Fanfiction writing practices have really come into their own as distinct,
recognized social practices since the advent of serialized television shows like
«Star Trek.» This began in 1966 and rapidly gained a cult following of fan
fiction writers who distributed their narratives at Star Trek fan conventions, fan
club meetings, or via postal mail. Since then, fans of any number of popular
media texts have generated countless volumes of fanfic writing in a range of
forms and media.
The Internet has played a prominent role in the proliferation of fanfic writing
and has enabled more people than ever before to actively participate in contrib-
uting and critiquing fanfic. A Google.com search in October 2005 for the term
«fan fiction» returned 3,700,000 hits, which can be read as a barometer of the
popularity of this practice online. Fanfic itself can be classified into a number
of different types. These include, for example, «in-canon» writing, which
maintains as much of the original media text as possible; «crossovers,» where
characters from two different media texts (e.g., from a video game and a
movie) are brought together in a new story; «(relation)shipper» narratives, that
focus on establishing or exploring an intimate relationship between two char-
acters (this includes heterosexual and homoerotic or homosexual relation-
ships); «alternative universe» stories, where the characters from an original
text are transposed into an entirely new or different «world»; and «self insert»
fanfic, where the writer inserts herself as a recognizable character into the
narrative.
Most fanfic writers value good quality writing, which for them includes well-
developed characters, engaging and logical plotlines, and good grammar and
spelling. For example, many fan-produced online guides to writing good fanfic
stories warn writers of falling victim to the «Mary Sue» syndrome. «Mary
Sue» (along with her male counterpart) is a character who embodies the
author’s all-too-charming-and-perfect alter ego, and as such, tends to dominate
the entire story and squeeze the lifeblood out of it.
Online fanfic writing groups come in a variety of forms, but perhaps the most
common is the searchable archive-plus-discussion board format typified by
Fanfiction.net. Fanfiction.net hosts tens of thousands of fanfics, which are
organized into 8 categories (i.e., Anime, Book, Movie, Cartoon, Comic, Game,
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16 DIGITAL LITERACY AND DIGITAL LITERACIES: | COLIN LANKSHEAR AND MICHELE KNOBEL
Television Show, and Miscellaneous). At the start of October, 2005, for exam-
ple, clicking on the sub-category entry for Inuyasha – a popular anime tele-
vision series – takes the reader to a listing of 51,788 fanfic narratives based on
this series. Clicking on any one of these listed narrative opens a fan-produced
text, with many of these texts running into multiple chapters. Once a particular
story has been accessed it is possible to read all of the reviews posted for this
story. The stories themselves can become serialized, with chapters written over
the course of a number of years and each new chapter or installment often
responds to reviewer feedback and suggestions for future storyline or character
developments. In this way, fanfiction writing online is often a highly collabo-
rative act.
Such ideas are well understood by young people who are digitally literate in
the social practice sense we advocate here. Two examples from online inter-
views with adolescent «insiders» to online role-playing communities (Thomas
2005) affirm our point.
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NORDIC JOURNAL OF DIGITAL LITERACY | 2006–2016 17
In the first, a 14 year old male informant speaking in role as Percirion (Presi-
dent of the United Federation of the Planets) provides insights into his experi-
ences of digital literacy instruction from an «It» perspective, while a second
young informant (Hobbitness) «looks» on:
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18 DIGITAL LITERACY AND DIGITAL LITERACIES: | COLIN LANKSHEAR AND MICHELE KNOBEL
helped her to develop it. She didn’t see anything remarkable at all in what
she was doing, labelling it as «just a game», «a bit of fun». When I pointed
out all of the processes she had worked through to set up the community,
she dismissed it, saying «… nah, it's easy ... you just mess around for a bit
and you get it ... You just have to figure out which «button» works which
part lol … and yeah, just about ... most of it you have to change back and
forth, and it's like, ok, so this one changes this and that one changes that,
and you just kept messing with it til you work it out» (Thomas 2005: 29).
Policy
(i) Digital literacy should be problematized rather than taken as understood.
Rather than operating from unproblematic conceptions of digital literacy as an
«It,» we should view digital literacies in a larger frame that resists over-attend-
ing to operational techniques and skills and, instead, emphasizes mobilizing
and building on what learners acquire and know from their wider cultural par-
ticipation and affinities. Much evidence from literacy research indicates that
constructions of literacy in terms of skills, content, and competencies predi-
cated on functioning within everyday economic, administrative, and social
routines can be profoundly disabling for those deemed not to be literate.
(ii) Policy makers should resist the temptation to make curriculum the default
setting for providing access to digital literacy. Subsidized public and home-
based access to digital technologies offering opportunities for wide-ranging
exploration and experimentation, as well as access to «insider» expertise and
support, are likely to be more effective in both the short and the long run.
Pedagogy
It is important to consider the extent to which the «digits» – the operational
aspects – are the least part of what is involved in most digital literacies. While
the role and complexity of the operational dimension will vary from one digital
literacy to another we need always to consider potential costs involved in hos-
taging social contexts and practices to «skill teaching,» when it would be far
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NORDIC JOURNAL OF DIGITAL LITERACY | 2006–2016 19
Research
(i) In a period of deep and rapid change and innovation researchers need to
seek productive balance between theory-driven and more «grounded»
approaches to researching digital literacies. As new practices emerge it will not
always be appropriate to try and understand them in terms of extant theory –
indeed, often it will not be appropriate to do so. The trick is to know when to
give new theory a chance to emerge from data. It is also important for research-
ers of digital literacies to «get out as often as possible» and investigate cultural
fringes as matters of interest in their own right, and not with a view to seeking
direct educational applications.
CONCLUSION
Digital literacies present significant challenges to policy, pedagogy, and
research in relation to education. In our view, facing and meeting these chal-
lenges begins from ensuring that digital literacy does not become the post-
typographic equivalent of functional literacy from the world of print. Accord-
ingly, we think it is important to consider supporting research that tells us more
about «how kids who grow up digital think and want to learn,» and the extent
to which and ways in which current educational directions and emphases may
negate such ways of thinking and desires for learning.
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creativecommons.org/licenses/by-nc-sa/4.0/