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Teaching with Digital Assignments

A collection of information and resources for integrating digital materials, activities, and projects in undergraduate education.

Key Considerations for Digital Assignments

This section provides information and tools for introducing digital assignments into a course. It is intended to support faculty in selecting an assignment that best fits their pedagogical and teaching style, students' learning needs, and curricular logistics including schedule and resources. Key considerations for guiding decisions include:

  1. Objectives & Outcomes: What are your course learning objectives and intended student outcomes?
  2. Schedule & ScaffoldingHow much in-class time can be used for instruction and collaboration that new assignments may require, and how might an assignment be scaffolded to include milestones or incremental feedback? 
  3. Assessment & EvaluationHow will you measure students' progress towards course and assignment objectives and evaluate the success of the assignment during and after implementation?
  4. Resources: What materials, assignments, and activities do you currently use? Which might you change or replace? What additional materials, tools, partners, and training might be required?

Objectives and Outcomes

Identifying program, course, and assignment objectives and learning outcomes is a grounding step in assignment planning. At minimum, digital assignments should maintain the learning objectives and goals of coursework they replace. Backward design is frequently recommended to instructors, and can set guidelines and boundaries to assist in selecting an appropriate and manageable digital assignment. 

Learning to use a digital tool is almost never a learning outcome on its own - but the process and execution of work with digital platforms offers many opportunities for integrating new learning outcomes. Common digital learning outcomes include:

  • Development of technological skills & competencies
  • Planning and organizing projects
  • Exemplifying practices of good digital citizenship
  • Adapting scholarly and academic information for public audiences
  • Appropriate use and reuse of multimedia objects
  • Production of digital content

Schedule & Scaffolding

Digital assignments come in many formats and levels of complexity. The use of "t-shirt sizing" is helpful for considering the scale and scope of digital assignments that are appropriate and feasible in a semester:

  • SMALL: An easily accessible digital tool is used to substitute or augment a previously 'analog' component of the curriculum. Little or no change to course content, delivery, and schedule.
  • MEDIUM: Assignments are revised to incorporate digital tools as a core component of student work and include the creation of a digital product as an alternative to a previous assignment. May include some training and skill development and updates to course schedule and curriculum.
  • LARGE: Semester-long assignments, such as theses, research projects, and capstones, in which the creation of a digital product suited for public consumption is the core student output. Will likely include training, skill development, and curricular structuring.

Small and medium projects are often ideal for educators introducing digital assignments for the first time, and are offer opportunities for assessment and feedback that support the development of larger assignments in future iterations of the course.

Assessment & Evaluation

Digital assignments are most successful when educators and students have a clear understanding of expectations and evaluation criteria. An assessment strategy is important for measuring students' conceptual understanding of course content, setting realistic standards for design and execution of assignments in new mediums, and measuring progress along the way. 

Resources

Digital tools are frequently the first thing that comes to mind when introducing a digital assignment, but it is also important to consider the related materials and supportive components that you may need as you develop and implement a new modality. These can include:

Materials & Tools

  • Software platforms & tools
  • A/V equipment
  • Devices and internet access
  • Classroom space and equipment
  • Texts, images, artwork, archival objects, etc

Time

  • Planning and curricular development
  • Training and skill development 
  • In-class work time
  • Availability of partners 

Partners

  • Library faculty and staff
  • IT 
  • Instructional designers
  • Outside organizations
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