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Defining, Designing for, and Measuring " Social Constructivist Digital Literacy
" Development in Learners: A Proposed Framework
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Rebecca Reynolds
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Education Tech Research Dev
DOI 10.1007/s11423-015-9423-4
DEVELOPMENT ARTICLE
Rebecca Reynolds1
Abstract This paper offers a newly conceptualized modular framework for digital lit-
eracy that defines this concept as a task-driven ‘‘social constructivist digital literacy,’’
comprising 6 practice domains grounded in Constructionism and social constructivism:
Create, Manage, Publish, Socialize, Research, Surf. The framework articulates possible
instructional design and research operationalizations for the concept, based upon a coor-
dinated set of activities centering on student game design. The paper then reports on results
of an implementation study involving game design drawing upon the framework,
addressing ways in which the practice domains inter-operate when the specified instruction
is offered as a coordinated intervention. The study reports change in student engagement in
activities within each of the framework’s practice domain, as a result of participating in a
comprehensive game design learning program, and reports ways in which change in
activities at school contribute to change in activities at home, when no homework is
required, suggesting transfer. Findings indicate that the 6 practice domains factor and inter-
correlate, and that for several practice domains, change in engagement at school correlates
to change in at-home engagement. The theoretical perspectives underscoring the definition
and conceptualization presented are supported by the empirical findings. Researchers may
draw upon this study’s framework approach, and specific definition for social constructivist
digital literacy, in building towards a more coordinated agenda of comparative research on
this concept.
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Introduction
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Theoretical framework
Digital literacy has been defined and operationalized in widely varying ways in the
research literature. Bawden (2001) suggests that as technologies advance, and contextual
shifts take place in the way humans must interact with and through technologically
mediated forms and environments, new literacies such as this one become necessary for
individuals to operate and navigate successfully in society. Research on digital literacy
considers the ubiquity of technology in our social world, and human proficiency to access
and use technologies in effective and productive ways (Hargittai 2010). The concept can be
seen as inextricably linked to the phenomena of the digital divide/digital inequality—the
gap between those who use computers and the internet (and use them effectively), and
those who do not. The digital divide has been identified in the literature at two levels, with
‘‘level 1’’ reflecting inequalities stemming from access to technology (due to both
infrastructure and economic cost), and ‘‘level 2’’ reflecting inequalities stemming from
variation in sophistication of use and user expertise, which is the condition of digital
literacy (Hargittai 2002, 2007; Livingstone and Helsper 2007; Jenkins 2009). Key research
measures for assessing sophistication of use include children’s home technology access
and extent of time availability within the home, their frequency of engagement, online
expertise, and self-efficacy (Livingstone and Helsper 2007).
Three models for sophistication of use offer counterpoints to the framework presented
in this paper. In the first, Barron (2004) operationalizes technological fluency to include
students’ self-reported frequency of participation in the following twelve constructive
technology activities: multimedia programming, collaborative programming or design
activity, creation of art, publication generation using a desktop publishing program,
starting a newsgroup, invention or design activity, building of robots, coding Web sites
using HTML, generating Web sites using an application, publishing a Web site, using a
computer to simulate or model phenomena, and using a CAD program to design (p. 11).
Barron’s (2004) study of high-SES, high technology access secondary school students in
California’s Silicon Valley region addresses gender differences in participants’ experience
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with technology, and the role that various technology use interactions within students’
available learning ecologies play in found differences. Her study seeks to develop a model
of the many learning ecology factors that lead to technological fluency as an outcome. The
learning ecologies include both in-school instructional settings as well as naturalistic
engagement outside of school, in homes and community centers.
Focusing more so on informal naturalistic engagement than activity including schools,
Livingstone and Helsper (2007) identify four user types, based upon varying actions taken
by young people online: ‘‘basic users’’ use the Internet for information seeking; ‘‘mod-
erates’’ add games and email; ‘‘broad users’’ add instant messaging and downloading
music; ‘‘all-rounders’’ do everything else in the authors’ pre-specified list of technology
activities, including information uses as well as creation with technology. In some ways
similar, Ito et al.’s (2009) digital youth ethnography research specifies a typology based on
different activity groupings engaged by users (hanging out, messing around, geeking out,
or HOMAGO). The empirical research underscoring this model (2009) demonstrates that
young people informally use technology naturalistically at varying levels of breadth (types
and contexts of technology usage) and depth of expertise. Youth are also found to engage
in ‘friendship-driven’ versus ‘interest-driven’ technology uses (2009).
Barron’s model offers an ecology approach to technology fluency identifying contexts
and activities (2004); Livingstone and Helsper (2007) specify individual user types based
on computing activities, and Ito et al. (2009) propose varying activity engagement types.
All three models consider the need for learning across escalating levels of sophistication.
None focus squarely on didactics or instructional design supporting deliberate cultivation
of learning processes in students. The three models each situate their categorical dimen-
sions in specific pre-determined technology activities and technical tools in their framing,
and are squarely located in the historical moments and technology landscapes from which
they emerge.
In addition to the above models, another commonly cited definition of digital literacy
is presented as a free-standing composite set of quantifiable technology skills, opera-
tionalized using survey measures asking respondents about their familiarity with
specific technology-related terms (Hargittai 2005, 2009). Items are validated against a
multiple-choice knowledge assessment that largely evaluates vocabulary knowledge of
the given terms’ technical function (2005). This operationalization was found to be a
‘‘better predictor of people’s actual digital literacy based on performance tests than
measures of users’ self-perceived abilities, a proxy traditionally used in the literature on
the topic’’ (p. 371, 2005). Activities in the item list are updated in Hargittai (2009).
While the three models above build upon empirical observation of youth technology
engagement based on research conducted in the field, overall, this survey research
definition (2005, 2009) could be considered less grounded in qualitatively observed
youth technology uses.
In a review of the scholarly literature on digital literacy, Reynolds (2008) notes that
definitions of digital literacy are often skills-based, and grounded in uses of particular
technologies, thus tethering them to a given historical moment in time. Such definitions
must undergo constant revision as technology environments evolve, and for this reason
violate necessary conditions of social science research constructs, to bear consistent and
persistent definitions with distinct conceptual boundaries (2008). The historicity of
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evolving digital literacy definitions of this type serves as a limitation towards comparative
research.
Supporting the general critique that digital literacy as a construct is under-specified, are
Aviram and Eshet-Alkalai, (2006) who posit two main skeptical hypotheses regarding the
construct and encourage its greater explication (2006). The first skeptical hypothesis states
that such literacies are, in fact, reducible to underlying factors such as specific personal-
ities, interests, learning capabilities, and types of intelligence (2006). The second skeptical
hypothesis posits that definitions of digital literacy inherently reflect the technology
landscape, as well as the values of the definer, in that it requires ascription of worth and
priority to a given knowledge domain and set of activities as this ‘‘literacy’’ (2006). The
authors present a discussion around modern vs. postmodern values in this regard and
describe this conflict as a ‘‘clash of civilizations,’’ proposing that educators must grapple
with the assumptions, values and norms underlying how they conceptualize literacy (2006).
Importantly, though, definitions previously utilized have led to studies that offer evi-
dence supporting the presence of a digital divide at the time of their publication, including
Hargittai and Hinnant’s (2008) finding that the higher the level of participants’ education,
the greater the self-reported digital skill. Those with higher levels of skill were also found
to be more likely to visit the types of websites through which their human and financial
capital may benefit (2008). College-aged students from more privileged backgrounds
report greater understanding of technology than less privileged, and self-report using Web-
based technologies for a larger number of purposeful activities, in a greater variety of
ways, highlighting the implications for social mobility (Hargittai 2010). Such cross-sec-
tional evidence for variation in digital literacy in the U.S. population is compelling.
Here we propose that continuing work on digital literacy would benefit from more
clearly explicating the rationale for inclusion of the given technology activities that
underscore operationalization of digital skills, and utilization of an approach that addresses
the research challenge of evolving definitions. The present framework is offered towards
more organized ongoing research efforts, and towards advancing educational programs
aiming to cultivate such skills. This paper calls for transparency in recognizing the sub-
jective role of the definer in assigning value to certain domains of digital practices. It also
more clearly articulates the theory underscoring the digital practices specified. The
framework addresses Aviram and Eshet-Alkalai’s (2006) skeptical hypothesis 1, by
pragmatically grounding a definition of ‘‘social constructivist digital literacy’’ in human-
driven purposes underlying technology use—rather than assuming technology skills are
discrete constructs in and of themselves. The framework approach requires anyone using it
in research, to explicate the theoretical, conceptual and pragmatic terrain underscoring
one’s definition and operationalization of digital literacy and the practices reflected in the
definition. Using this framework approach, researchers may more readily compare and/or
replicate one another’s work, for instance in varying contexts of use.
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among peers, and constructive engagement with various digital innovations in problem-
and inquiry-based learning contexts in which students hold autonomy and agency in the
learning process (Hoadley 2004; Sawyer 2006). Learning sciences research lends insight to
learning theories, instructional theories, and more pragmatic instructional strategies. It
promotes building understanding of human engagement and learning with technology, and
designing technology affordances to be more effective for a given learning goal.
The framework presented below emerges out of learning sciences and design-based
research (e.g., Wang and Hannafin 2005) in that it more clearly explicates learning
objectives, design and outcomes when describing digital literacy as a learned knowledge
domain that can be deliberately cultivated using targeted instructional activities. In
essence, the framework aims to support our understanding of both broader trends in youth
digital expertise (e.g., that stemming from their experiences and sojourns with technology
in naturalistic non-school contexts), and, more pragmatic cultivation of digital expertise,
for instance that which occurs presently, and has potential to occur in greater breadth and
depth, in educational settings.
The framework approach and the definition offered for ‘‘social constructivist digital lit-
eracy’’ as a set of 6 practice domains emerge out of social constructivism and construc-
tionist literature. Constructionism as defined and discussed by Papert and Harel (1991) has
been described as a teaching philosophy and ‘‘framework for action’’ (as opposed to a
theory) (diSessa and Cobb 2004), in that it offers a pragmatic set of principles for
instructional design—which are theoretically built upon Vygotsky’s (1962) social con-
structivist theory and Piaget’s constructivist theory. In Constructionist learning contexts,
learners engage in conscious construction of a technologically mediated computational
artifact in a workshop-style group educational environment (Papert and Harel 1991; Kafai
1995, 2006). The Constructionist framework for action holds that individuals learn best
when mobilizing their entire selves in a personally meaningful pursuit while sensing that
their work is valued as part of a larger enterprise (Barron and Darling-Hammond 2008;
Stager 2001). It posits that learners build knowledge socially through dialogue and
interaction. Student engagement in creation of a computational digital artifact through
programming is a key element. Learning occurs through guided discovery—through peers’
inquiry with each other, an expert teacher/guide, and informational resources within a
workshop-based in-person setting (Harel and Papert 1990; Kafai 1995, 2006). The inter-
play among the learner’s development of conceptual ideas and understanding some core
curricular principles in the artifact (e.g., fractions), coupled with use of a computational
programming language to represent this idea, is a hallmark of constructionism, facilitating
metacognition, or ‘‘learning how to learn’’ (1991).
Harel (1991) found that engaging late elementary school-aged students in a Construc-
tionist class offered daily, for up to 90 min per day, in which students designed math
games about fractions using the Logo programming language on early PCs fostered deep
epistemological thinking about the fractions subject domain. Outcomes observed and
measured (1991) included: active, critical thinking; development of greater effort, per-
sistence and self-regulation; confidence and self-efficacy; design principles and aesthetic
appreciation; lessons about semiotics as a system of signs and signifiers; meta-level
thinking about the nature of semiotics, representations, and other semiotic domains; and
core domain knowledge (i.e., math). Students also performed better on knowledge tests
than a control group in math (1991).
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The Constructionist framework for action offers one model for cultivation of digital
expertise that is rather more comprehensive than other digital literacy interventions. It is
theoretically driven, which is rare among such interventions. Its focus on design as a
primary task driving coordinated engagement in other activity dimensions creates ‘‘a need
to know’’ in students (Hmelo-Silver 2004; Salen et al. 2014), rather than offering disparate,
disconnected skills-based lessons for instance, for information search, and separately,
graphic design. In a Constructionist intervention, both graphic design and search proce-
dures occur in support of the central artifact construction goal (e.g., creation of a game).
Having task-driven purposes drive technology uses is epistemic to real-world productivity
and work settings. Seely Brown (2005, 2006) discusses the importance of digital literacy
and collaboration expertise being taught with young people in networked, evolving, par-
ticipatory technology design environments. He notes (2005) that ‘‘since nearly all of the
significant problems of tomorrow are likely to be systemic problems—problems that can’t
be addressed by any one specialty—our students will need to feel comfortable working in
cross disciplinary teams that encompass multiple ways of knowing’’ (p. 2). As such, he
emphasizes the importance of ‘‘learning to be’’ active users of technology, in contrast to
‘‘learning about’’ technology. He further states (p. 6),
Today’s students want to create and learn at the same time. They want to pull content
into use immediately. They want it situated and actionable—all aspects of learning-
to-be, which is also an identity-forming activity. This path bridges the gap between
knowledge and knowing.
Situated learning is learning that occurs in the same context as that in which is applied.
This has also been called ‘‘epistemic learning’’ or learning by role-taking experimentation
(e.g., Shaffer 2006). The task-driven nature of this definition incorporates hands-on
activities that in some ways simulate productive work environments of today.
The ‘‘6 Contemporary Learning Practices’’ framework aims to cultivate ‘‘social con-
structivist digital literacy’’ in learners. The six practice dimensions that are proposed as
comprising this framework were originally discussed in Reynolds and Harel (2009), and
are further developed as a comprehensive framework herein, explicating and categorizing
Constructionist learning conditions and instructional activities described in brief as:
‘‘Create,’’ ‘‘Manage,’’ ‘‘Publish,’’ ‘‘Socialize/Collaborate,’’ ‘‘Research,’’ and ‘‘Surf/Play.’’
This paper also argues that such breadth of activity is epistemic and authentic to much of
our real-world purposive engagement with technology. If expertise within these practice
dimensions is cultivated in middle school and high school learners through innovative
educational interventions in a coordinated way, towards one’s productive development of a
complex digital artifact, it is proposed that this experience may better prepare students for
concurrent and future engagement and participation in digital cultures, citizenship, and
workplaces (Reynolds and Harel 2009).
The dimensions are described in greater detail below, and presented in Column 1 of
Table 1, described as ‘‘Practice Domains.’’ One can imagine a researcher drawing upon a
differing theoretical perspective to propose an alternative set of practice domains, and
proposing a definition for digital literacy of a different sort than ‘‘social constructivist.’’
Column 2 specifies a representative set of ‘‘Technology Activities/Instructional Design
Affordances’’ deployed to support the practice domains specified for social constructivist
digital literacy in particular. The activities in Column 2 also reflect the game design
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Table 1 Six contemporary learning practices (CLPs) framework for social constructivist digital literacy
DIGITAL PRACTICE DOMAIN: TECHNOLOGY ACTIVITIES/ MEASUREMENT
The Six Contemporary Learning INSTRUCTIONAL DESIGN OPERATIONALIZATIONS e.g.,
Practices (6-CLPs) that comprise AFFORDANCES e.g., in Pre/post Frequency survey (‘‘how
‘‘Social Constructivist Digital Globaloria, Circa 2009-2015 often do you…’’ 6-point Likert
Literacy’’ scale (1 = never, 6 = several
times a day)
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Table 1 continued
instructional intervention (called Globaloria) that is implemented and tested in this study’s
empirical results, presented later. Here again, one might imagine a researcher inter-
changing varying activity components to meet a similar set of ‘‘social constructivist digital
literacy’’ practice domains, or different activities meeting an alternatively defined practice
domain set altogether. Column 3 of Table 1 represents the ‘‘Measurement Operational-
ization,’’ which invites researcher specification of the given measurement technique to be
utilized for (a) the practice domain, and (b) the aligning instructional design affordances.
Measurement details included in Table 1 are those utilized in the given empirical research
study below. One might decide to only specify practice domains (column 1) and research
measurements (column 3), if studying individuals’ naturalistic technology engagement
involving no instruction. One might also add a fourth column for ‘‘student assessment,’’ if
applying the framework as an education practitioner, towards evaluation.
Game design as exemplified in the Globaloria program curriculum described below
serves as a model type of instructional intervention representing ‘‘social constructivist
digital literacy,’’ in that it is a task-driven learning endeavor that requires students to
engage in discovery-based learning and a coordinated set of activities, to purposefully
develop a fully functioning digital artifact by the end of their experience. In the process,
they utilize a range of resources to complete this central task, and engage in a number of
coinciding practices, including graphic design, information resource uses, social media
communication, posting/publishing, and reviewing and deconstructing existing games and
other worked examples.
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The first practice domain, CLP 1—Create, denotes the invention of an original idea for a
digital product, and a student’s transformation of that idea into an executable project
design and artifact of their own authoring. This dimension includes brainstorming the
original idea, developing a subject topic, narrative, theme or message, and developing the
computational mechanics of a digital artifact, with an audience in mind. CLP 1 has
potential to be linked to the educational core curriculum, such that students create [game]
artifacts about a core curricular subject domain (e.g., science).
Game design, which is the central computational creative task employed in instructional
design affordances investigated herein, has been described and studied as a high potential
approach for cultivating computational thinking (CT) knowledge, as well as subject area
learning such as math or science in earlier grade levels (e.g., Harel 2010; Reppening, Webb
and Ioannidou 2010). In summarizing the state of the field in computational thinking (CT),
Grover and Pea (2013) note that game design is ‘‘ideal not only for motivating and
engaging school children but for introducing them to computer science,’’ offering a means
for active student exploration of CT. Game design approaches make thinking visible and
create a ‘‘need to know’’ among students (Hmelo-Silver 2004; Salen et al. 2014). Ways of
knowing in game design learning environments include systems-based thinking, interdis-
ciplinary thinking, user-centered design, specialist language, meta-level reflection, network
literacy, productive/tool literacy (Salen et al. 2010). Game design and other creative
computational artifact production have been found to enable learning and participatory
engagement in digital culture, through the input of the individual, group collaboration, and
the mediation of the shared artifact itself (Peppler and Kafai 2007).
Further, students’ self-reported content creation activities such as these, and sharing of
files online were found in cross-sectional research to be positively correlated with youth
socioeconomic status as measured by parental schooling, indicating that socioeconomic
resources allow for engagement in more sophisticated types of technology uses and their
associated cultural benefits (Hargittai and Walejko 2008). The Create dimension can be
adapted for use in cross-sectional research to reflect other purposeful complex digital
artifact creation one engages in informally, which could include for example, creating a
digital video documentary of one’s family, or developing a multimedia rich website for a
social justice cause of importance. If maintaining this study’s definition of ‘‘social con-
structivist digital literacy’’ though, one would need to adhere to the coordination of the 6
Practice Domains, looking at creation in the context of the other practices, to follow.
CLP 2 (Manage) focuses on design process. It denotes individual and team level project
management of the artifact creation, including managing and negotiating artifact design
process and teamwork to meet timelines, organizing and delegating tasks. In informal
contexts, this process could include any organization, planning, role-taking, and task
delegation that occurs to support purposeful creation. In addition to the foundational work
in constructionism and more recent work on game design (e.g., Papert and Harel 1991;
Reppening et al. 2010), as noted above, Seely Brown (2005) discusses the benefits of
student engagement in processes such as these, when engaged in learning in workshop
settings and conditions encouraging sharing, teamwork, and design.
CLP 3 (Publish) refers to archiving and sharing of the computational code and artifact
design elements that are being developed by the learner, in a shared online platform, to
support participants’ review and feedback on each other’s in-progress work. In the
instructional design context we investigate in this paper, the artifact is a web game that
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The sixth CLP (Surf/Play) is about experimentation and play with existing resources, to
gain ideas for the artifact. This includes student consideration of sample games and digital
artifacts as they imagine and plan their own. Provision of such ‘‘worked examples’’ (Paas
et al. 2003; Sweller 2006) offers them the opportunity to imagine design possibilities.
Further, by exploring actual deconstructed games in a coordinated educational program
embodying social constructivist digital literacy (e.g., through a sequence of curriculum),
students have potential to learn and better understand the computer programming as well as
garnering ideas for game mechanics.
The CLPs defined as categories 4–6 (Socialize, Research, Surf/Play) serve to more
secondarily support the primary task-driven creative design activities described in CLPs
1–3. That is, collaboration, research, and surfing/playing occur in the service of concep-
tualizing, designing, creating and posting/publishing the artifact and its components. This
social constructivist definition of digital literacy draws upon learning sciences and edu-
cational technology research literatures on constructionism. Most existing digital literacy
standards frameworks share the same dimensions as those specified in the CLP practice
domains (e.g., P21, 2009; UNESCO 2012; American Association of School Librarians
[AASL] 2007; International Society for Technology in Education [ISTE] 2007; National
Education Technology Plan [NETP] 2010; CCSS 2010). However, such models do not
specify best practices for pedagogy, creating difficulty for the educators who are exhorted
to meet these aims. Our framework’s column 2 ‘‘technology activities/instructional design
affordances’’ dimension requires the explication of activities that align with more abstract
practices that are not as subject to the vicissitudes of technology evolution. Rather the
practices are grounded in social constructivism more broadly. We propose the greater
stability of this theoretical grounding as an advantage over previous definitions.
Research questions
• RQ1: In what ways does students’ engagement in the practice activities representing
each of the six proposed CLP dimensions contribute and relate to one another?
• RQ2: To what extent do changes in students’ frequency of engagement in school-based
activities representing the CLP dimensions relate to changes in their engagement in the
activities at home?
Investigating these questions empirically offers support for the validity of the theoretical
derivation of the definition. Further, by investigating both at-school and at-home change, in
a context in which homework is not assigned, the empirical study may offer evidence of
technology practices’ greater internalization, transfer and extension beyond school among
students. Such evidence would support student motivation and appropriation of their
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engagement, lending further credence to the claims of the instructional design effective-
ness. The study invites the reader to consider a) the usefulness of the framework approach
to structuring a definition and operationalization of digital literacy, and b) the extent to
which the empirical evidence presented in the implementation study offers support for both
the framework approach, and, for the effectiveness of the instructional design features
utilized to meet the specified goals.
Methods
Intervention
In the program under investigation, called Globaloria, students learn to develop an edu-
cational interactive computer game as part of an in-school class in which the primary goal
from the students’ perspective is the successful completion of a functioning web game,
using Adobe Flash software. In-school classes followed a blended learning curriculum
daily, for up to 90 min per session, across either a semester or a full year.
While they learn game design, students also participate in several integrated technol-
ogy-supported activities that contribute to this primary activity. Students and teachers use a
wiki learning management system (LMS) platform developed by the organization that runs
Globaloria, containing the game design curriculum, syllabi, a host of video- and text-based
tutorial resources, profile and project pages for individual students and teams, and social
media features that enable student project management, file-sharing, communication,
documentation and presentation of in-progress and final work. The platform was built upon
MediaWiki architecture. In this context, autonomous and collaborative inquiry and
resource use by students are particularly emphasized. The program includes teacher pro-
fessional development trainings, on-location and virtual instruction from industry experts,
and a virtual help desk available during school hours. Students chose their own teams and
largely self-organized, delegating tasks and roles.
Figures 1, 2, 3, 4 and Table 1 demonstrate several instructional units of the game design
curriculum through which students in Globaloria proceed. For a full-year implementation,
there are a total of six units. During the first two units, working as individuals, students
learn introductory programming by creating a simplified ‘‘hidden object game’’ which
teaches some basic programming fundamentals. They then segue into teamwork in Units
3–6, choosing a more complex game idea in a particular genre such as a platform jumper
game, adventure game or maze. Students are encouraged to develop game themes and a
message through online research. At some locations, they may create a game about a
particular school subject such as math.
Participants
According to the 2010 U.S. census, the state of West Virginia has a lower median
household, a lower per capita income and a higher proportion of persons living in poverty
compared to the United States overall ($41,043 \ $53,046; $22, 966 \ $28,155; 17.9 %
[15.4 %; respectively). As a rural and mountainous state with high poverty, residential
broadband diffusion is limited in some areas because of access and cost, so many homes do
not have broadband. The participating schools self-selected into the program. Schools
elected to participate through the West Virginia Department of Education’s and nonprofit’s
recruiting initiatives. Criteria for school involvement included teacher interest and time
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Fig. 1 Three out of the Six Curriculum Units for the ‘‘Intro to Game Design’’ course (Unit 2 out of 6
emphasized)
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Fig. 3 Screenshot example of Unit 2 ‘‘Learning Objective 1,’’ and adjacent information resource
screenshots
Fig. 4 Screenshot example of Unit 2’s ‘‘Learning Objective 5’’ and adjacent information resource
screenshots
These factors do not affect student baseline levels of technology engagement prior to
participating. We have little reason to expect that the sample of students in participating
schools were different from students in other WV schools in comparable socio-economic
brackets.
Teachers, who come from a variety of disciplines and backgrounds, are trained col-
lectively all together in a summer program preceding the school year, becoming versed in
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the curriculum, in game design and programming, and in guiding a Constructionist type
learning experience. They are mentored by other longstanding teachers on an ongoing basis
throughout the school year, through virtual webinars, phone calls, and tracking and
monitoring of educator ‘‘progress reports.’’ The program aims to achieve at least a 3-year
commitment from school leaders, to participate.
Research design
The study employed a non-experimental longitudinal survey design. Pre and post-program
surveys were conducted online in August of 2011, January of 2012, and May/June 2012,
depending on participant modality (i.e., first semester only, second semester only, or full
year). Links were distributed to students via each pilot location’s wiki site with educator
administration. Educators were encouraged to introduce the voluntary surveys prior and
subsequent to student engagement with the program, with follow-through by non-profit
staff to monitor completion. Research was conducted with full parent consent, child assent,
and IRB approval.
Sample characteristics
A total of 282 middle school and 781 high school students participated in the program. Out
of these 1356 middle and high school student participants, a total of 1063 completed the
pre-survey (78.4 %), and a total of 679 completed both the pre- and the post-survey
(49.4 %). These 679 students derive from a total of 38 schools. Within this sample, 215
participants were girls (32 %) and 464 were boys (68 %); 187 sample participants were in
middle school (28 %) and 492 were in high school (72 %). Findings reported in this study
reflect those participants who completed both the pre-survey and post-survey assessments.
Drop off from pre-survey to post-survey was partly due to a range of factors that are
common to school-based interventions, including student absences at the end of the school
year, and changing of schools. At two of schools (omitted from the dataset), our notes
indicate that teachers neglected to administer the post-survey, running out of time at the
end of the program. Some of the drop-off was also due to student voluntary opt-out of post-
survey completion. In some schools, a small number of students (one or two) would
discontinue in the class, but in the public school setting in middle schools and high schools,
these drop-outs at the course level were rare. We conducted a t test of difference for pre-
survey frequency of engagement in CLA 1 (Create) to compare the students who com-
pleted only the pre-survey, to students who completed the pre- and post-survey and the
findings were not significant (pre-survey only group M = 3.60, SD = .89; both pre and
post-survey group (M = 3.68, SD = .84); t(1138) = 1.40, p = .431).
Variables
Parent education
Parent education was measured by asking respondents to identify the highest level of
schooling each of their parents or guardians had achieved (1 = did not complete high
school; 2 = completed high school; 3 = completed high school, attended some college;
4 = completed college; 5 = completed college, attended some graduate school;
6 = completed graduate school). To account for students from single-parent families, the
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education level of the parent with the highest attainment was used throughout the analysis.
The mean parent education attainment was high school diploma.
Table 2 Indicator descriptions, factor loadings, and reliability analyses of pre-program contemporary
learning Practices at school
Indicator Contemporary learning practices
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Results
Confirmatory factor analyses were conducted to validate the six dimensions of contem-
porary learning. The factorability of 20 indicators was examined across the six dimensions.
All indicators for each dimension displayed factor loadings of at least .5 or above
(Table 2). Indicators were program-based practices and activities that were derived from
existing research (e.g., Harel Caperton 2010; Reynolds and Harel Caperton 2009). Factor
1, ‘‘Create,’’ explained 67.5 and 63.2 % of the variance at school and at home, respec-
tively, and was composed of four indicators that involve engagement in the invention of an
original game, including creation of the original idea as well as the computer programming
of gameplay dynamics. Factor 2, ‘‘Manage,’’ explained 81.1 and 71.5 % of the variance at
school and at home, respectively. Manage was composed of four indicators that measured
engagement in the design, creation, and programming of individual game elements as well
as managing the process of building the game. Factor 3, ‘‘Publish,’’ was composed of a
single indicator, which is reflective of engagement in online publishing, distribution, and
management of digital design projects.
Factor 4, ‘‘Socialize,’’ explained 82.1 and 78.2 % of the variance at school and at home,
respectively, and was composed of indicators that reflect engagement in social-based
learning, participation and exchange in a networked environment. Factor 5, ‘‘Research,’’
explained 67.9 and 68.0 % of the variance at school and at home, respectively, and was
comprised of three practices and activities that measured engagement in information-based
learning, purposeful searching, and exploration of web-based content. Factor 6, ‘‘Surf,’’
explained 59.3 and 58.2 % of the variance at school and at home, respectively, and was
made up of five indicators that involve engagement in basic digital literacy skills, including
surfing websites, experimenting with web applications, and playing multiplayer online
games. Subsequent reliability analyses revealed that the indices used to construct the
factors displayed good-to-excellent levels of internal consistency (e.g., Kline 1998).
Confirmatory factor analyses and subsequent reliability analyses of frequencies of
engagement in indicator practices and activities at home (Table 3) parallel these results.
Pearson’s product-moment correlation coefficients were computed to investigate the
relationships between the change factors for the six dimensions of contemporary learning
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Table 3 Indicator descriptions, factor loadings, and reliability analyses of pre-program contemporary
learning Practices at home
Indicator Contemporary learning practice factors
at school and at home. At school, results indicated the strongest correlations among Create,
Manage and Publish, with highest correlation between pre/post changes in Manage and
Publish (r(1105) = .82, p \ .001) followed by the correlation between pre/post changes in
Create and Manage (r(1095) = .78, p \ .001) and the one between pre/post changes in
Create and Publish (r(1105) = .68, p \ .001). Socialize, Research, and Surf also indicated
significant correlations with the first three dimensions of contemporary learning at school,
to lesser apparent extents (Table 4).
Correlations among frequencies at home pre/post changes in CLP factors paralleled
those at school, though they appeared somewhat lower overall (Table 5). The strongest
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Table 4 Correlations between pre/post change (i.e., ‘‘diff’’) variables for contemporary learning practices
factors, at school
Imagine/create Manage Publish Socialize Research Surf/play
Imagine/create 1.00
Manage .78*** 1.00
Publish .68*** .82*** 1.00
Socialize .49*** .41*** .37*** 1.00
Research .41*** .33*** .31*** .38*** 1.00
Surf/play .35*** .31*** .28*** .40*** .40*** 1.00
*** p \ .001
correlation again appeared between Manage and Publish (r(1096) = .81, p \ .001) fol-
lowed by Create and Manage (r(1096) = .75, p \ .001) and Create and Publish
(r(1098) = .61, p \ .001). The lesser apparent strength of the correlations between
Socialize, Research, and Surf, and each of Create, Manage, Publish appeared similar at
school and home.
Results from a series of repeated measure ANOVAs indicate that the intervention
resulted in increased frequencies of engagement at school and at home across most of the
CLP dimensions (Table 6). For frequencies of engagement at school, there were increases
in the following dimensions: Create (F(1, 662) = 221.62, p \ .001); Manage (F(1,
663) = 403.04, p \ .001); Publish (F(1, 667) = 345.23, p \ .001); Socialize (F(1,
670) = 36.03, p \ .001); and Research (F(1, 676) = 63.35, p \ .001). The order of the
apparent effect sizes for at-school change in engagement, from largest to smallest, was:
Manage (g2 = .38); Publish (g2 = .34); Create (g2 = .25); Research (g2 = .09); and
Socialize (g2 = .05).
For at home engagement, results indicate increases in the following dimensions: Create
(F(1, 664) = 11.10, p \ .001); Manage (F(1, 666) = 30.67, p \ .001); Publish (F(1,
671) = 33.20, p \ .001); and Research (F(1, 673) = 4.71, p = .030). The order of the
apparent effect sizes for change in pre/post engagement at home, from largest to smallest,
was: Publish (g2 = .05); Manage (g2 = .04); Create (g2 = .02); and Research (g2 = .01).
Findings from both school and home demonstrate that the intervention had the largest
overall effects on the more constructionist dimensions of contemporary learning.
Multiple regression analyses were used to investigate if the change in frequency of
engagement in the six dimensions of contemporary learning at school (computed as post
Table 5 Correlations between pre/post change (i.e., ‘‘diff’’) variables for contemporary learning Practices
factors, at home
Imagine/create Manage Publish Socialize Research Surf/play
Create 1.00
Manage .75*** 1.00
Publish .63*** .81*** 1.00
Socialize .41*** .34*** .31*** 1.00
Research .40*** .38*** .31*** .33*** 1.00
Surf/play .38*** .29*** .24*** .30*** .38*** 1.00
*** p \ .001
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Table 6 Repeated measure ANOVAs for pre/post CLP engagement factors, at school and at home
Pre- Post- Change F p n2 N
intervention intervention
mean mean
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Table 7 Regression models predicting change in frequencies of engagement in CLP-based activities at home
Model 1 Model 2 Model 3 Model 4 Model 5 Model 6
D imagine/create freq. at D manage freq. at D publish freq. at D socialize freq. at D research freq. at D surf/play freq. at
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home home home home home home
b b b b b b b b b b b b
D socialize freq. at school .26*** .31 .38*** .43 .39*** .42 .40*** .35 .06 .07 .04 .08
(.04) (.04) (.05) (.06) (.04) (.04)
D research freq. at school .03 .04 -.03 -.03 -.01 -.01 .07 .06 .42*** .46 .08* .11
(.03) (.04) (.04) (.05) (.04) (.04)
D surf/play freq. at school .15*** .17 .18*** .20 .12** .12 .13* .11 .09 .11 .26*** .32
(.04) (.04) (.04) (.06) (.04) (.04)
F 38.68*** 34.00*** 22.66*** 13.14*** 20.63*** 12.28***
R2 .43 .40 .30 .20 .28 .19
Adj. R2 .42 .39 .29 .19 .27 .18
* p \ .05, ** p \ .01, *** p \ .001. Standard errors are in parentheses
R. Reynolds
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Discussion
This article offers a framework for conceptualizing digital literacy as a set of practice
domains, technology activities/instructional affordances, and measurement operational-
izations. The practice domains proposed in this study are grounded in social constructivism
and Constructionist pedagogy. This human learning centered definition comprises 6 cre-
ative task-driven practice domains that are described with conceptual linkages, and
operationalized with interchangeable technology activities/instructional affordances of the
moment. We propose that this framework can stand the test of time over and above
previous definitions that are more technology-determined (e.g., Livingstone and Helsper
2007; Ito et al. 2009; Barron 2004; Hargittai 2005, 2009), which require constant updating
as technology evolves. The definition also addresses Aviram and Eshet-Alkalai’s (2006)
call for researchers to greater explicate conceptualizations of digital literacy, and more
transparently identify the assumptions, values and norms of the definer. The framework
offers a modular structure distinguishing theoretically derived practice domains fairly
common in Constructionist pedagogy, as well as instructional activities and measurement
operationalizations that can be configured in alternative ways supporting comparative
research, towards helping instructional designers and practitioners identify best practices. It
is hoped that this framework approach can help facilitate ongoing scholarly advances in
this domain, as well as policy discourse and research on the digital divide and its
prevalence.
The study’s empirical research questions centered on testing the framework in the
context of the specific instructional design implementation described. Research Question 1
centered on the bivariate relationships among the six dimensions as applied in Globaloria,
considering ways in which changes in each correlated to one another. Frequency changes
in the first three dimensions of Contemporary Learning Practice (Create, Manage, Publish)
displayed the highest degree of inter-correlation, both for at-school and at-home measures.
The more change occurred in one dimension, the more it occurred in the other two
dimensions. The latter three dimensions (Socialize, Research and Surf) correlated to one
another and to the first three categories, but to lesser apparent extents. Further, magnitudes
of correlation for at-school and at-home activities appeared higher overall for the at-school
measures than at home, which would be expected since the students shared the at-school
experience.
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The bivariate findings overall indicate that change in the first three dimensions occur in
a coordinated way in this intervention. The CLPs 4–6 (Socialize/Research/Surf-Play),
which can be seen as secondary technology use processes supporting the primary digital
game content creation activities, inter-correlate and contribute to the primary activities but
to a lesser apparent extent than Create/Manage/Publish contribute to each other. Instruc-
tional designs that offer these activities in six dimensions as a coordinated set, targeting
students towards a shared outcome of creating a functioning and complete interactive
online web game (and using multiple computing technologies to do so), differs from earlier
skills-based models that treat information and digital skills as discrete and separate entities
(e.g., national standards frameworks; Hargittai 2005, 2009). Results of this study indicate
that change in student engagement in one dimension relates to change in other dimensions,
among all of them, thereby offering support for the theoretical underpinnings of the
instructional design.
We also analyzed effect size on change in engagement from pre-intervention to post-
intervention in the sample. We note the limitation that this study represents a non-ex-
perimental pre/post design. The pre-program mean appeared lower for the first three CLPs
centered on content creation (indicating that students were less familiar with these activ-
ities before starting), and the subsequent change in engagement was largest for these
dimensions than for CLPs 4–6 (a type of ceiling effect). These changes in engagement
indicate that participation changed students’ computing practices, increasing their fre-
quencies of engagement.
Research Question 2 addressed the relationships between at-school change and at-home
change in engagement, for which we used multiple regression. At-school change for Create
related to at-home change for Create, with similar results for Manage, Socialize, Research
and Surf (but not Publish), which showed parsimony for the items. Overall, since no
homework was assigned, student engagement at home was voluntary, thus largely self-
motivated. The relationship between at-school and at-home engagement may indicate some
level of transfer but this research is not causal so more research is needed. This finding is
notable especially for the more effortful, constructive CLPs 1–3, in which students had
minimal prior experience, and which have been linked in past research to cultural capital
enhancement benefits (Hargittai and Walejko 2008). Creation activities extending to the
home are notable.
Changes in at-school Socialize (CLP 4) and Surf (CLP 6) activity related to change in
almost all CLP dimensions at-home. This finding may indicate that student peer engage-
ment, feedback, dialogue and sharing (Socialize), as well as their review of existing games
and web tools at school (Surf), are linked with a greater motivation for home use, and it
may be that students are engaging in at-home computing activity, together. This finding
highlights the inherent social nature of the social constructivist intervention and the social
nature of those activities in particular.
A relationship between change in Research at-school and change in other dimensions at
home was expected, but not seen. In Globaloria, students must engage in significant
autonomous discovery-based inquiry, information-seeking, and resource usage to suc-
cessfully complete their game design in the program. While Research was the only
dimension among CLPs 4–6 that showed increases in at-home change from pre- to post-
program, at-school engagement did not correlate with at-home engagement in more cre-
ative CLPs 1–3 for Research. Other studies (e.g., Reynolds and Harel Caperton 2011;
Reynolds 2016) indicate that some students find the autonomous inquiry and research
activity required in the discovery-based learning context to be frustrating, challenging, and
halting. In this study, we see that while Socializing and Surfing relate to and may influence
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Limitations
Conclusion
This study’s framework approach, unique definition for task-driven ‘‘social constructivist
digital literacy,’’ and the empirical investigation’s design and operationalization that offer
support for the definition proposed, can serve as a reference point for others conducting
research on the construct of digital literacy and the digital divide. The conceptualization
inherently invites interchanging of digital literacy theories, instructional designs, and
measurement operationalizations, and encourages comparative research.
The implementation study offers support for the framework in that (a) students appeared
to increase in their engagement from pre- to post-program (per the non-experimental
pre/post design), and (b) the six dimensions of CLPs were found to inter-correlate, sup-
porting the theoretical perspectives underscoring the design. The results show that offering
digital learning opportunities across a coordinated set of practice dimensions produces
engagement such that the more students engage in one dimension, the more they engage in
others as well. It appears the coordinated activities augment one another, which is what the
theories propose. Further, the study results indicate that (c) the school-based activities of
students are proliferating beyond school (suggesting the intervention is effective at least in
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motivating engagement and practice). Interestingly, the Research dimension (CLP 5) did
not inter-correlate to changes in engagement in the more creative CLPs 1–3 in the same
way Socializing (CLP 4) and Surfing (CLP 6) did, indicating that in this guided discovery-
based program, students may need greater instructional scaffolding for information literacy
and autonomous uses of resources to learn programming. Expertise was not measured, thus
more work is needed to continue strengthening the operationalization of the 6-CLPs
beyond the limits of frequency of engagement alone. Such work would offer alternatives to
the given Measurement specifications in Table 1 Column 3.
The framework is offered to the research community as a more clearly articulated
conceptualization of ‘‘digital literacy.’’ Overall, the paper aims to offer a bridge between
cross-sectional digital divide research and prescriptive instructional design research around
this shared concept of interest. The paper encourages continuing work in this domain
towards realization of a greater proliferation of educational opportunities for young people
involving constructive creation of original content with digital and computational tools and
technologies.
Acknowledgments The author thanks Dr. John Wolf of the New Jersey Institute of Technology for his
contributions to earlier drafts of the manuscript’s data analysis and narrative. The author thanks Dr. Idit
Harel, president of Globaloria, and her non-profit organization’s staff for their participation in a collabo-
rative partnership of design-based research. This work was conducted with the generous support of an IMLS
Early Careers Development grant in the Laura Bush Twenty-First Century Librarian Program, for which the
author is thankful as well.
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Dr. Rebecca Reynolds is an Assistant Professor in the Department of Library and Information Science in
the School of Communication and Information at Rutgers University. Her research investigates middle
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technology, and the design of curriculum and information systems to support successful learning outcomes
in information and digital literacy.
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