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Digital reflection: Using digital technologies to enhance and embed creative processes

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This paper shares the findings of a teaching and learning project (Digitalis) that investigated ways in which digital technologies can be used by teaching staff to facilitate reflection on creative practices within performing and creative arts disciplines. Two types of reflection are considered: (i) reflection on creative practice and (ii) creative forms of reflection, with five case studies from a range of arts subjects representing a spectrum of reflective activity. Drawing on a model of cooperative enquiry, simple technological enhancements were made to the design of five existing modules, and these were evaluated through student focus groups, observation of student work, and reflective interviews with the module leaders. Through a thematic analysis of the data, the paper shares the learning from these modules, along with a suggested model of digital reflection, outlining the place of capture, documentation and organisation technologies in the reflective process. The paper concludes that there are benefits to be gained from digital reflection, given its facility to aid students to ‘look again’ at their own ephemeral creative processes.
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Digital reflection: using digital
technologies to enhance and embed
creative processes
Carole Kirk a & Jonathan Pitches a
a School of Performance and Cultural Industries, University of
Leeds, Leeds, UK
Version of record first published: 15 Feb 2013.
To cite this article: Carole Kirk & Jonathan Pitches (2013): Digital reflection: using digital
technologies to enhance and embed creative processes, Technology, Pedagogy and Education,
DOI:10.1080/1475939X.2013.768390
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Digital reection: using digital technologies to enhance and embed
creative processes
Carole Kirk* and Jonathan Pitches
School of Performance and Cultural Industries, University of Leeds, Leeds, UK
(Received 18 October 2011; nal version received 30 April 2012)
This paper shares the ndings of a teaching and learning project (Digitalis) that
investigated ways in which digital technologies can be used by teaching staff to
facilitate reection on creative practices within performing and creative arts disci-
plines. Two types of reection are considered: (i) reection on creative practice
and (ii) creative forms of reection,withve case studies from a range of arts sub-
jects representing a spectrum of reective activity. Drawing on a model of cooper-
ative enquiry, simple technological enhancements were made to the design of ve
existing modules, and these were evaluated through student focus groups, observa-
tion of student work, and reective interviews with the module leaders. Through a
thematic analysis of the data, the paper shares the learning from these modules,
along with a suggested model of digital reection, outlining the place of capture,
documentation and organisation technologies in the reective process. The paper
concludes that there are benets to be gained from digital reection, given its
facility to aid students to look againat their own ephemeral creative processes.
Keywords: creative reection; blended learning; reection on practice; ip
camera; digital storytelling; blogs; digital reection; digital literacy; creative
assessment
Introduction
This paper shares the ndings of a teaching and learning project that investigates
ways in which digital technologies can be used to facilitate reection on creative
practices within performing and creative arts disciplines. Within performance, where
work is often practice based, ephemeral, and the result of complex collaborative
processes, the use of technology as a mechanism to enhance reection has been
used to good effect (Dennis, 2007; Doughty, Francksen, Huxley, & Leach, 2008).
Traditionally, written work is the main method of undertaking and evidencing criti-
cal reection. However, this may not be the preferred method for all students in
terms of either the process (writing) or the communication vehicle particularly for
creative arts students who may have a preference for visual/aural reection
(Doloughan, 2002). Through employing digital technologies within the teaching and
learning process, the Digitalis project has aimed to: (i) explore the potential of digi-
tal technologies for multi-media/multi-layered forms of documentation and reection
on creative outputs; (ii) raise questions about potential alternative forms of
assessment; and (iii) understand the extent to which digital literacy (in terms of
*Corresponding author. Email: c.kirk@leeds.ac.uk
Technology, Pedagogy and Education, 2013
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students having the skills needed to apply digital technologies to education [JISC,
2012]) may enhance or limit effectiveness. Simple technological enhancements were
made to the design of ve existing modules, and these were evaluated through stu-
dent focus groups, observation of student work, and reective interviews with the
module leaders. The paper will share the learning from these modules, along with a
suggested model of digital reection.
Context and background
Historically, there has been increasing pressure on arts education to become more
outcome focused, leaving less room for creative, reective processes (Dineen &
Collins, 2004; Freeman, 2006). The changing higher education landscape could be
seen as an opportunity to reverse this trend. Taking advantage of this opportunity is
important to develop graduates with the creativity and problem-solving skills that
are essential for innovation (Oakley, Sperry, & Pratt, 2008). It is also important for
arts graduates, as it has been suggested that reection leads to high-level metacogni-
tive skills that are essential for navigating the portfolio-style careers adopted by
many of them (Birkenhead & Stevens, 2002).
Reective practice, based on the ideas of Donald Schön (1983) amongst others,
has become embedded within higher education over the last 25 years. Students are
routinely expected to critically reect(although it is not always made clear to
them what is meant by critical reection, and indeed staff may have differing
ideas as to what it actually means [James, 2007; Moon, 2009]). A helpful denition
of reection suggested by Birkenhead and Stevens for their (performing arts)
students is purposefully thinking about experience to gain understanding and
change practice(Birkenhead & Stevens, 2002, p. 2).
So what do we mean by creativereection? For the purposes of this article,
our denition is two-fold: (i) reection on creative practice and (ii) creative forms
of reection.
(i) Reection on creative practice
An aim of teaching and learning within arts curricula is to encourage students to
engage in ongoing critical reection on their creative practice. Critical reection can
involve reection on what they did, how they did it, and potential meanings in the
work. In Nelsons (2009) model of practice-as-research process, critical reection
can include information recorded in sketchbooks, photos, video, etc.; records of
audience response; location in a lineage of similar work; and location in a concep-
tual framework (Nelson, 2009).
Students seem increasingly to be focusing their ambition on getting the best
grades, and this can work against taking risks and creating experimental work with
uncertain outcomes. However, creative arts subjects by their very nature involve
uncertainty, particularly as the effective facilitation of creativity development often
involves giving students a very open brief (Freeman, 2006). This can be frustrating
and uncomfortable for creative arts students, as there is no blueprintfor them to
follow. It has been suggested that reective practice can have a role to play in help-
ing students to manage this uncertainty (Birkenhead & Stevens, 2002). It could also
become the thing that is assessed. If, as has been suggested, there is an increasing
tendency to value creative products rather than creative processes (Dineen &
Collins, 2004), then maybe the creative process itself should be assessed (Freeman,
2006). To be assessed, it needs to be documented, and this is another benetof
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creative reection. Learners need to reect to document; and in the process of
documenting, they reect.
One of the aims of reection is to reect upon ourselves. Creative practitioners
literally need a form of reectionas in the mirror image to reect upon. In the case
of performance arts in particular, the camera/video/audio can provide a mirrorin
addition to the audience although digital media cannot completely replace the wit-
ness testimonyof the live audience (Nelson, 2006). Creative practitioners need to
experience the performance/artwork as a stranger. Digital technologies can provide
a distancing mechanism, putting the maker into the shoes of the viewer. For exam-
ple, Delahunta and Shaw (2006) discussed a software tool called RotoSketch which
enables choreographers to play back and draw on the moving image. A dancer com-
mented that: Transferring the information into a different medium allows you to see
or reseewhat youve done. To be able to stand outside the movement could
allow you to go back into the movement with new information(Delahunta & Shaw,
2006, p. 55). This process of transmediation (Siegel, 1995) can increase the learners
opportunities to engage in generative and reective thinking as they translate
between different mediums to produce and invent new meanings and connections.
(ii) Creative forms of reection
Most literature on reective practice has focused on written reection (James,
2007), with common methods of undertaking and evidencing critical reection
including the use of diaries, evaluative essays and learning journals. However, these
may not be the preferred methods for all students in terms of either the process
(writing) or the communication vehicle particularly for creative arts students who
may have a preference for visual/aural reection (Doloughan, 2002; Simons &
Hicks, 2006). It has been suggested that more creative forms of reection/learning
can empower learners for whom writing is not their preferred way of learning, and
who may have been excluded from traditional forms of learning which value
cognitive and verbal means of learning and assessment(Simons & Hicks, 2006,
p. 77). A range of approaches to reection is perhaps needed.
Reason and Hawkins (1988) suggested that there are two basic forms of reect-
ing on and processing experience explanation and expression. Explanation is the
mode of classifying, conceptualising and building theories. Expression is the mode
of allowing the meaning of experience to become manifest, by partaking deeply of
experience rather than standing back. To make meaning manifest through expres-
sion requires the use of a creative medium through which the meaning can take
form(Reason & Hawkins, 1988, p. 81). They suggested that the ideal is to develop
a dialectic between the two so that expression can illuminate explanation, and
explanation can clarify expression.
Taking digital storytelling as an example, the aesthetic decisions taken in work-
ing with images, text, transitions, sound, voice and movement can be an intuitive
process. Practitioners may not be thinkingwhat they are doing, but are more
likely feelingtheir way. They reach a point where they think thats it, thats just
right’–but they may not know why. There is knowledge, but it is tacit knowing-
in-action (Schön, 1983). We can dene this as creative expression, or an expressive
mode of reection. It is emotive, intuitive and felt. In Nelsons (2009) model of
practice-as-research process, it is practitionerknowledge (embodied, tacit,
phenomenological experience, or know how).
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Practitioners can then reect critically (bringing in the explanation mode of
reection) on what they have just made/performed. By asking themselves questions
about the decisions they have taken in terms of editing, layering, juxtaposing,
choreographing, etc., and how these affect meaning, they can querytheir creative
reection. By becoming their own observer, and nding a language to describe
and then theorise what they are doing, they develop knowing in actionto
knowledge in action(Schön, 1983).
Pettit (2010) highlighted the importance of using embodied forms of knowing
(or expression) within critical reection to reveal internalised power structures:
Critical reection is often seen as a process of reconstructing our mental maps, but less
is said about how to change internalised feelings of power, dispositions and emotions
the very reexes that cause us to contradict our beliefs and widen the gaps between rhet-
oric and practice If the aim of learning is to be transformative, helping us to reveal
and shift internalised power, then it needs to be as multi-faced as power itself. We need
to knowpower through our bodies, senses and feelings. (Pettit, 2010, p. 30)
In her work on teacher education, Tracey (2007) challenged the actionreection
dichotomy of reective practice, suggesting that creative reection can explore the
liminal spaces between action and reection. She presented a four-stage model of
creative reection:
(1) Preparation: the creative process involves uncertainty and possibility and
she suggested that we need a stage of preparation to access a state of
receptivity, e.g. using images, visualisation, music, relaxation;
(2) Play: based on the assumption that learning happens through play, that play
is an essential aspect of cultural development, and that we create meaning,
possibility and new insights through the processes of play;
(3) Exploration: an active phase, with the purpose of creating a product.
Processes involved may include creative writing, storytelling, use of art mate-
rials, or action methods based on psychodrama to concretize experience;
(4) Synthesis: presentation and reection on ideas, stories and images. In this
phase, we engage with and reect on the artefact produced by the creative
process. Through this process, the experience and learning are synthesised
into new understandings, or the identication of new questions(Tracey,
2007, pp. 35).
Whilst this provides a helpful model which expands on Reason and Hawkins
expressivemode of reection, it does not deal explicitly with explanation.
Indeed, it is not intended to, as Tracey proposed this as a model to explore the
complexity of the spaces between reection and practice(Tracey, 2007, p. 5) rather
than cognitive, retrospective sense-making. What is needed is a richer understanding
of how both creative and critical forms of reection can be facilitated within
creative arts pedagogical practice.
What are the current problems/difculties experienced by teaching staff
facilitating creative reection?
One of the major problems encountered by teaching staff when introducing reec-
tive activities is that learners often do not understand what they mean. Indeed,
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many teaching staff have different levels of understanding of what is meant by
reection (James, 2007; Moon, 2009). Some cultures do not even have a word for
reection (Moon, 2004). A common problem is that studentsreections stay at the
level of description, not moving into deeper levels of reection that demonstrate
questioning. Moon (2009) has suggested using a graduated scenariotechnique,
whereby students are introduced to examples of reection (or critical thinking)
which move from shallowto deeplevels of reection, and are asked in groups
to highlight the differentiating factors in each example. However, it has also been
suggested that there is a danger in being too prescriptive in trying to explain what
is expected from reective practices. Starting points that are overly specic are
likely to result in students setting off in specic directions, moving in a relatively
straight line, which can trap creativity within a set of unstated boundaries (Freeman,
2006). Boud and Walker (1998) also highlighted the danger of instrumental or rule-
following approaches. This may be because learners may take a strategic approach
and try to produce what they think you want, rather than personally valuable
learning (Moon, 2004).
A project led by the Department of Performing Arts at De Montfort University
(Birkenhead & Stevens, 2002) found that there was considerable interest amongst
staff nationally in improving the effectiveness of studentsreection on practice
and particularly in understanding how best to engage and support students in
processes they might not immediately understand or welcome. Problems that they
identied included nding time for reection: If we value reective skills we have
to allow for their acquisition and development. Pressures on contact time for
practical work mean that some radical decisions may have to be made(Birkenhead
& Stevens, 2002, p. 9). Their research showed that reection was most productive
when it was part of teaching activities, rather than being left to student self-man-
aged learning. They also found that students were sensitive to whether staff
modelled reective practices themselves.
Recent funding cuts in England have exacerbated the pressures on contact hours
and student/staff ratios, leaving even less time for reection and the increased fee
structure from 2012 may or may not change this situation. At the same time,
increased debt has driven some students (and parents) to be focused on grades
rather than processes of learning, with more concern to meet employersdemands
in a climate of growing graduate unemployment. Personal Development Planning,
with its focus on employability skills, may provide an opportunity to frame
processes of creativity and problem solving, helping arts students to understand the
importance of creative reection (Whatley, 2011). Another consequence of increas-
ing student fees is that student satisfaction is now very high on the agenda, with
data released to parents and prospective applicants to help them with course
choices. In this resource-hungry environment, blended learning can be a powerful
tool to facilitate self-managed learning and reection.
What opportunities are presented by digital technologies?
Within the creative arts, where work is often practice based, ephemeral, and the
result of complex collaborative processes, the use of technology as a mechanism to
enhance reection has been used to good effect. At the University of LeedsSchool
of Performance and Cultural Industries, Theatre and Performance students produced
reective digital stories based on a self-directed performance piece. This encouraged
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the development of skills which can be used in other aspects of their course, such as
the use of juxtaposition, layering and using found sources in new ways (Sandars,
2009, pp. 3236). A team of researchers at De Montfort Universitys Centre for
Excellence in Performance Arts explored uses of technology in dance education and
found that student-centred autonomous learning in dance can be signicantly
enhanced by an informed application of technologies (Doughty et al., 2008).
Photography and Media Arts students at the University for the Creative Arts, South-
east England, used mobile networking technologies to explore writing and image-
making in the space of the street, and in the online world of user-generated content
(Brown, 2010). And in a collaboration between Imperial College and University Col-
lege London, students created an online exhibition from artworks they had studied
rst-hand in UCLs art collections. Combining rst-hand study of artworks with the
use of digital platforms (Flickr), students developed key skills associated with visual
analysis, critical thinking and archival research (Fredericksen & Grindle, 2010).
Summary
There is a need to nd practical techniques for facilitating creative reection in a
way that students understand what is required; that are manageable within the con-
straints on curriculum content and contact hours; and that contribute to a positive
student experience. Forms of reection that do not rely purely on text may better
meet the preferences and needs of creative arts students. They may also enable
expression of embodied, tacit knowledge that can provide richer data for critical
reection on creative practice. Tracey (2007) provided a helpful model of creative
reection which focuses mainly on expression, but deliberately avoids emphasis
on explanation or critical reection. What is needed are pedagogical strategies that
can engage both expression and explanation modes of reection on creative
practice. In this paper, we explore whether digital reection(creative reection
through the use of digital technologies) can meet that need.
The Digitalis project
Digitalis (http://digitalis.leeds.ac.uk), with the subtitle Using Digital Technologies to
Enhance and Embed Creative Reection, is an 18-month, interdisciplinary research
project funded by the University of Leeds Academic Development Fund. The ADF
scheme is a university-wide budget established to enhance teaching and learning at
the University, through innovative and cross-disciplinary projects, benchmarked to
the Learning and Teaching strategy and its priorities. In the case of this project these
priorities were identied as Priority 1 (rening assessment and feedback) and Priority
3 (developing blended learning initiatives). These were reected in the original pro-
ject aims and outputs, which mapped onto the four phases of the project:
(a) To audit and capture the range of current modules across the faculty which
use digitally enhanced methods of student reection on learning.
(b) To provide a meeting point for staff and students to exchange best practice
in the use of digital reection and to identify ways to enhance and extend
that practice.
(c) To develop new, faculty-wide course content and materials to embed creative
models of digital reection further and to consider other ways in which
existing curriculum/reective practices might be enhanced.
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(d) To develop a web-based platform for evaluation and dissemination of the
projectsndings.
The project was conceived as a vehicle both for capturing and communicat-
ing current good practice and for generating new approaches to digital reection
through parallel strands of creative investigation. These were in a range of crea-
tive domains, each with an academic strand leader: Museum Studies, Dance,
Performance Design, Theatre and Music; a New Media strand was incorporated
towards the end of the project. This focus on the arts was in recognition that
much of the work produced by students in these disciplines is ephemeral and
often complex in terms of the creative processes leading towards production;
they may be collaborative, dispersed, interdisciplinary and extended over time.
Moreover they are highly likely to include working methods that utilise impro-
visation, intuition, hunch and tacit know howas well as traditional research
skills and evaluation methods. As such, the role of digital media in capturing,
organising and disseminating the process of creative practice has been crucial
but the pedagogical innovations associated with making sense of such practices
are very often restricted to individual, technically literate tutors, solving local
issues on a module-by-module basis. The widespread use of Virtual Learning
Environments (VLEs) in higher education digital platforms established pre-
cisely to capture, organise and disseminate content has not radically impacted
on this situation of digital literacy driving pedagogy and there remain barriers
to exploiting the VLE fully which this project has identied and hopes to
address.
In sum, the impact of the project and its research ndings from the ve parallel
strands is conceived at three different levels: (i) locally within the modules for
which each strand leader is responsible; (ii) at faculty level where the University is
encouraging new module developments across schools and departments; and (iii) as
a staff development initiative where the remit and relevance of the work can be
extended beyond creative arts disciplines.
Research methods/methodology
Methodology
Creative reectionis a concept that we are attempting to interpret and construct
within the social context of creative arts education. We are using action research, a
family of research approaches which have developed simultaneously with a social
constructionist view of knowledge (Gergen & Gergen, 2008). Action research is a
family of practices of living inquiry that aims to link practice and ideas (Reason &
Bradbury, 2008a). With its focus on cycles of action and reection, it is a method-
ology appropriate to our subject and one which is often used within pedagogical
research (e.g. McKernan, 2008). In terms of the specic mode of action research,
our approach is probably best aligned to that of cooperative inquiry, in which par-
ticipants are both co-researchers and co-subjects, with a common interest or concern
about something that they want to act to change (Reason, 1999). Our cooperative
inquiry group includes ve academic colleagues who share an interest in incorporat-
ing digital technologies within their teaching practice as a means of facilitating crea-
tive reection; a project assistant; and a wider team including participating students
and blended learning support colleagues.
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Methods
A cooperative inquiry loosely follows four phases (based on Reason, 1999):
(i) Planning: participants discuss joint interests and concerns to agree on a focus, a
set of questions, and a set of actions to take to inquire into those questions; (ii)
Doing: the group apply their agreed actions in everyday life, observing and record-
ing outcomes; (iii) Immersion: the co-researchers become fully immersed in their
experience; and (iv) Reection: co-researchers re-assemble to consider their original
questions in the light of their experience. Based on this, they move back into Phase
1(Planning). We added a collectionstage prior to Reection, in essence following
a cycle of Plan Act Collect Reect:
The Planning phase: An initial team meeting, in which the aims of the project
were discussed and ideas for action shared, was followed by individual meetings
with each contributor which were facilitated by the project assistant. The questions
considered in these individual meetings followed a coaching model, i.e. what do
you want to achieve; what happens currently; what are your options for change;
what are you going to do? Written notes were provided to each contributor.
The Action phase: Team meetings during these phases functioned like loosely
structured action learning set meetings (Pedler & Burgoyne, 2008), with the project
contributors sharing experiences and learning, and agreeing their next steps. The
module enhancements were designed and delivered by each contributor, with
training materials such as video tutorials prepared by the project assistant using
Camtasia Studio 7.
The Collection phase: In some cases, interim evaluations were conducted via
informal tutorials, or simple questionnaires. For all modules, at the end of each
module enhancement a focus group was conducted with students (n=412) and
the project contributor/tutor. In most cases the focus group was facilitated by the
project assistant, enabling the tutor to participate in the discussion. Focus groups
were audio recorded and transcribed.
The Reection phase:Areective interview with each contributor was
conducted by the project assistant, following a simple format (what did you do;
what went well; what didnt go well; what would you change for next time?). These
were also audiorecorded and transcribed.
Evaluation
For each module, the data were organised into themesillustrated with direct
quotes, aiming to keep the voice of the student and tutor. These were then consoli-
dated into a single set of themes, again illustrated with quotes, with those that
occurred across more than one strand being highlighted. To retain the richness of
each strand, a case study was written up following the simple reective structure
used in the contributor interviews. All of the data and subsequent evaluations were
compiled by the project assistant, and then shared with the contributing module
leader for any reection, contribution or amendment. The learning was also shared
by the contributors with external colleagues via a Digital Reectionnational
conference within small group sessions that enabled discussion and debate, provid-
ing a level of testingof learning and ideas. Further opportunities for dialogue and
testingwere provided by participation in Leeds Universitysrst Student
Education Conference in January 2012.
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Ethical issues
Student groups were introduced to Digitalis, and each student was given a letter
explaining the project and how their work and any contribution they made would
be used. They were asked if they were interested in participating, and those who
were interested signed the letter. Participating students were paid a nominal sum
each to reimburse them for their time attending the focus group. At the beginning
of each focus group, permission was sought from students to use anonymised
quotes in reporting the project.
Research results
Strands
The ve strands of activity identied in the context section spanned the range of
possibilities within our two-fold denition of creative reection. Some strands
explicitly identied forms of reection that were in themselves creative products,
for instance digital stories in Performance Design. Others drew on studentsown
creative practice as content for the reection but used more conventional reective
methods to provide critical distance, for example in Music the use of written reec-
tions on studentsown videoed recitals using the comments box in Leeds Univer-
sitys version of YouTube (LUtube). Others used the creative practice of established
artists as content for the reection, operating as critics and curators of a virtual
exhibition Museum Studies students were invited to use a personal blog to record
the thought and decision processes leading up to this outcome. The span of creative
reection across the ve strands is illustrated in Figure 1.
At the far left of this continuum, students are using digital technology to create
parallelcreative documents to their own creative practice, using a palette of com-
positional techniques including image editing, juxtaposition, transition and sound
sourcing to construct both linear and non-linear reective narratives. At the far
right, studentsfocus is on creative practice (their own or others) and digital tech-
nology is operating as an organising tool for written reections, interspersed with
images of the work under scrutiny. The continuum extends either way beyond the
actual work encapsulated in the Digitalis project and no value is being ascribed
here to either mode of creative reection.
Details of the activities in each strand follow: the focus was on a single module
in each case, led by one of the project team.
Performance Design
Module: Design Presentation, 2010/2011, 14 students, Level 2, Semester 2. Students
on this module develop individual design schemes for a theatre text. Group tutorials
are used to help students reect on their own and otherswork as it develops.
Alongside students developing 3D models and drawings, they are also required to
Figure 1. Span of creative reection across the ve strands.
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address how their ideas might work in performance. This is achieved largely
through use of digital media (typically slide shows of still images and/or video clips
of their models enhanced through simple digital manipulation). In an enhancement
to the teaching of this module as part of the Digitalis projects aims, the slideshow
software Photo Story 3 was introduced to give students a way of engaging with the
text visually, thinking of it as performance rather than literature.
Dance
Module: Choreography II: Developmental Practice, 2010/2011, 12 students, Level
2, Semester 1. Choreography II is a compulsory module for the second-year stu-
dents on BA Dance, and it is taught over 11 weeks. The major assessment (70%) is
on an individual choreography by each student, with an accompanying reective
log. The module enhancement for Digitalis was to provide each student with a Flip
camera and tripod to use for the duration of the module, the initial aim being to
encourage them to keep it with them, and to use it to capture thoughts, ideas,
rehearsal material and personal observations. A separate, private blog was set up for
each student on the VLE to be used as a repository for their Flip videos, as well as
for written reections, other useful data links and personal inspirations.
Music
Module: Instrumental or Vocal Recital, 2010/2011, seven students, MA postgraduate.
The overall aim of the module is the progressive development of instrumental or vocal
technique and performance skills through repertoire studies; the continued develop-
ment of aural awareness, sight-reading and memorising skills as appropriate; and pro-
fessional development of academic writing skills for music performers. The
assessment involves a recital of 4050 minutes (90%) and programme notes (10%).
In an enhancement to the teaching of this module, in addition to the group blog and
audio recordings which had been part of previous presentations, students were invited
to borrow a Flip camera to record their private or public practice with a view to
uploading these to a private blog space. At the end of Semester 2, students performed
a short piece which was video-recorded and uploaded by the tutor to help them reect
on the visual aspects of performance. Students were then sent an email with links to
their videos, and invited to comment on their performance using the LUtube
commentsfunction. A list of suggested reection questions was included.
Theatre and Performance
Module: Performer Training in the 20th and 21st Century, 2010/2011, 27 theatre and
performance students (nine signed up for the Digitalis project), Level 2, Semester 2.
This module is aimed at promoting an in-depth understanding of various performer
training systems and methodologies. It concentrates on the last century and this cen-
tury as this is the key period during which acting and performing became theorised
and systematised. The module is interested in examining how training is passed on
and what factors play a part in this transmission. It outlines in detail how training sys-
tems work and debates the extent to which they adapt to specic cultural contexts and
pressures. The module was enhanced in 20102011 by introducing Flip cameras as a
means to document training practice over time. The students were required rst to
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embody a key training exercise and then to produce documented evidence of that
embodiment using video as part of their PowerPoint presentations, mid-semester (the
presentations account for 30% of the module assessment, with 70% based on an essay
at the end of the module).
Museum Studies
Module: Leeds Collections in Context, 2010/2011, 17 students, Level 2, Semester 1
and 2. This core module runs over two semesters and is available only for History
of Art with Museum Studies students. The learning objective is for students to be
able to engage with key elements in the ordering, display and interpretation of
objects in the Leeds collections and place them in the broader context of museum
display and the history of the ne and decorative arts. The assessment consists of
one standard (20003000 word) essay (Semester 1) and a larger (40006000 word)
exhibition project (Semester 2) during which students are required to put together a
paperexhibition using objects from a collection they have studied from Leeds
City museums and galleries. The latter exercise includes the writing of an analytical
narrative exhibition guide and associated catalogue. In an enhancement to the teach-
ing of this module in 20102011, students were invited to construct a reective
learning blog as part of the development of their projects, directing attention to the
signicance of non-assessed reective learning.
In summary, the digital capture technologies utilised were: Flip cameras, audio
recorders, and digital stills cameras. The digital documentation technology was
LUtube (with supporting resources and tutorials posted on the Digitalis website).
And the digital reection mechanisms were: VLE blogs (using Blackboard), Power-
Point and Photo Story 3. This three-fold distinction is modelled in the section
below and discussed in more detail.
Themes
In order to make sense of the wide range of data captured using the methods
outlined, we organised the ndings into common themes: Reection and Process,
Pedagogy and Assessment, Technical Issues, Student and Tutor Experience, Impact
on Creative Practice.
Reection and process
Overwhelmingly, the students reported an advantage in being able to look againat
material which would otherwise have been lost in the usual messiness or intensive-
ness of creative practice. For musicians this was in response to seeing themselves
on video and thus outside of an immersed mode of performance; for dancers this
was being able to track back to previous weeks of Flip footage and see the origin
of creative ideas; for actors it was the benet of seeing personal development in a
training exercise. Thus, the digital capturing of activity and process acted as a per-
manent and easily retrievable mirroragainst which they could benchmark their
own phenomenological impressions of the event. In a sense the digital camera was
acting as a substitute for an audience, encouraging the student to see their or others
work from an alternative standpoint and in perspective.
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Pedagogy and assessment
The need for an incremental approach to the introduction of technology was raised
by staff and students under this theme. There was suspicion and nervousness from
some students about the add-on aspect of the work, particularly if it was not
assessed. But where the use of technology was clearly intrinsic to the teaching
strategies and/or the assessment of the work, these reservations tended to diminish.
Museum Studies students did not embrace the private blogging opportunities offered
by the module, partly because they viewed it as an additional burden and partly
because they perceived it as alien to the practice of blogging itself, i.e. to have an
audience for ones writing. Dance students, by contrast, became highly attached to
the Flip cameras and to the Blackboard VLE blog where they were posting video
for later reective viewing. This might be because the Flips were with the students
for an extended period of time and that incremental tasks were established by the
tutor to encourage take-up and good habits. On the whole, the opportunity to show
rather than explain was welcomed by staff and students alike, particularly when
review of creative practice was part of the assessment.
Technical issues
Unsurprisingly, perhaps, technical issues were of concern to students. There were
problems with le types and compatibility with other software packages (embedding
them in PowerPoint, for instance), whilst some students found the University VLE
restrictive and technically behindthe software they were already using for le
sharing and blogging. Highly developed skills in the use of the chosen technologies
did not always mean an appropriate reective outcome, however, and there were
examples in both Performance Design and the Theatre and Performance groups of
students concentrating too much on slick production values to the detriment of criti-
cal thinking. That said, students did report a concern that digital literacy would play
an unspoken part in the assessment of a creative piece of reection and this is
something that needs addressing explicitly in assessment criteria and in group dis-
cussion of work. On the whole, ease of use was considered an important factor for
overcoming the barriers of engagement and where this was lacking, take-up was
less enthusiastic and productive. Sound quality was also a signicant problem for
the strands using Flip cameras and particularly for the musicians.
Student and tutor experience
Some students identied embarrassment in hearing their own voices or in seeing
themselves on video. Audience laughter was seen as critical rather than supportive
for actors evidencing their own training processes on video and some Performance
Design students wanted to avoid using their own voice for the commentary in putt-
ing together their digital stories. There were concerns from staff and students about
the time it took to upload materials and subsequent feelings of overload from stu-
dents if they did not taketo the technology or saw the work as additional rather
than formative. Observable student blogs for two tutors were a productive way of
keeping in touch between sessions and of monitoring progress, though this was felt
by a third tutor to be time limited. The sustainability of the strategies was ques-
tioned also; with a project assistant creating bespoke video for support and training,
how would this be achieved without such a resource?
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Impact on creative practice
Impact on creative practice was felt most explicitly in the strands where creative
outcomes were being pursued. Students in Dance unanimously conrmed their
commitment to the Flip camera and articulated how it changed their ultimate
approach to choreographing a new piece. Performance Design students felt that the
task to devise a digital story enhanced their analysis of the play text. Musicians
wanted to see more practice in order to really engage with the analysis but saw the
benet of writing to generate more critical ideas. Actors recognised and valued the
capacity video gives of recording longitudinal training and of capturing skills devel-
opment. If anything, they wanted longer with the cameras on the model of the
Choreography students. Museum Studies students saw voice recording and blogging
as an additional burden and did not make the connection between these suggested
working processes and the conventional essay task which concluded the module.
A more incremental introduction to the use of digital reection technologies, over
the degree as a whole, was recommended.
Model of digital reection and discussion
Reection
Moon (2004) made a distinction between learning, and representation of that learn-
ing, suggesting that the representation of learning in itself is a further source of
learning material. As the learner reorganises her presentation of her ideas, she is
sorting out her understanding of those ideas and is learning more since the organi-
sation and clarication of ideas are a process of learning(p. 14). These re-presenta-
tions of learning represent a process of reection within a chosen medium, rather
than a direct mirror of what happens in the head(p. 80). And this process can in
itself result in secondary learning (Moon, 2004). The representation of reection
will differ depending upon the form in which it is presented whether in writing,
speech, or drawing.
Learning can occur where there is no new material of learning by externalising
reection, standing back from the event to re-present reections on it, and then
looking again at how those initial reections were represented. All the time, ideas
are being manipulated and reframed to deepen the level of reection, where depth
in reection is characterised by increasing ability to frame and reframe internal and
external experience with openness and exibility(Moon, 2004, p. 100).
To encourage this framing and reframing, and to draw upon multiple intelli-
gences (Simons & Hicks, 2006) by the use of a broad range of forms of representa-
tion, reective activities could involve iterative cycles of creative expression and
critical reection on what has just been produced. Ways of reecting experience
expressively could include drawing, collage, lm editing, voice, and movement.
Subsequent critical reection on these expressive outputs would ask questions such
as what does it tell us, what meanings are suggested?This may involve inviting
reactions or feedback. For this, we need a means of representing reections and
feedback in different media, enabling multiple forms of annotation.
Digital reection
The question we are exploring within Digitalis is whether digital technologies offer
opportunities to enhance and embed creative reection (in terms of reection on
Technology, Pedagogy and Education 13
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creative practice, and creative forms of reection), and whether they could provide
pedagogical tools to facilitate expressiveas well as explanatorymodes of
reection. We have developed a model of digital reection to help us frame and test
our ideas (Figure 2).
We have arranged different types of digital technology along a continuum based
on the amount of manipulationof information that the digital technology requires.
Based on Moons suggestion that learning occurs in the presentation, re-presenta-
tion, organisation and framing of reections, our premise is that digital technologies
that involve a high level of manipulation of information may actively facilitate a
process of reection provided that the technology is simple enough not to be a
distraction.
Technologies are organised into three broad categories. At the lower end of the
manipulationspectrum are capture technologies. These are essential to record or
capture the things to be organised and reected upon, whether that is a photograph,
video or audio recording. We can refer to the thing produced as a digital artefact.
In looking againat the digital artefact, a process of reection may occur, but those
reections cannot be annotated or represented. If the digital artefact stays on the
device it was captured on, and is not processed in any way, then there may be a
record of the thing-that-was-done, but there is no record of reection. For example,
the choreography students captured information on their Flip camera. They told us
that they frequently watched the videos, or showed them to their dancers on the
camera, but there was no record of the subsequent reection. In this case, the thing-
being-captured was creative practice the development of a piece of choreography.
However, capture technologies can also record creative forms of reection, such as
the embodied exploration of actor training that was documented by the Performer
Training students.
Figure 2. Model of digital reection.
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Moving further along the manipulation spectrum are archive or documentation
technologies. These provide options to upload digital artefacts to something, which
may be as simple as a computer hard drive or storage medium. They provide lim-
ited opportunity for organisation, including choosing what to name something,
where to put it, and adding a simple level of description. These may also include
hosted archiving sites such as Flickr or YouTube, which provide more opportunity
for organisation in that longer descriptions, tagging, or comments can be included.
Either way the level of manipulation required or possible is limited. Archive tech-
nologies were used by Choreography and Performance Design students purely as a
means to an end; they uploaded video to a video hosting platform (YouTube or the
Leeds University equivalent, LUtube) but did not annotate it in any way. The Music
students, by contrast, used the LUtube comments function to write reections on
their video, providing a level of organised reection on their practice (but not an
expressive modeof reection).
At the highest level of manipulation are digital reection mechanisms. These are
digital technologies that enable learners both to look/listen againto their digital
artefacts and to reect on them. The reection mechanism used could prompt
expression, for example by the juxtaposition of image, text and sound; layering of
information; and making visual/auditory connections. This could be done in a play-
ful, improvisatory way as advocated in Traceys (2007) model, by putting in play
elements in a bricolage which afford insights through deliberate and careful juxta-
position(Nelson, 2009, p. 121). Or the reection mechanism could prompt the use
of explanation, so that the selection of visual material, the ordering and presenta-
tion of it, and any verbal/textual commentary all prompt the process of making
sense of what is being looked at. It should be noted that the medium for making
sensedoes not have to be restricted to writing for example, students may record
their thoughts out loud onto a digital voice recorder or camera.
Digital reection mechanisms may in themselves sit on a continuum of level of
manipulation from blogs, which enable input and annotation of multiple media
but have built-in limitations in their linearity; to something like prezi.com
1
which is
literally a blank canvas. There is a dilemma here in that the blank canvasallows
for maximum facilitation of creative potential, but may also leave students feeling
lost(particularly if they are not condent with the software). This echoes the
dilemma outlined earlier between providing modelsof creative reection (Moon,
2009) against the creation of an open brief (Freeman, 2006). The more structured
options such as blogs may be easier for students to adopt initially. However, they
may ultimately limit opportunities to deepen reection through framing and re-fram-
ing, as well as restricting studentspersonal creativity. This is a pedagogical
dilemma which may be familiar to any tutor within creative arts disciplines.
Looking at how digital reection mechanisms have been used within Digitalis,
the Choreography studentsdigital reection occurred on the VLE blog tool, in
which they had to think what to write about their video, including making links to
other practitioner videos, or relevant texts to explain (and therefore reect upon)
how they were developing their creative work. One student described how on my
blog its amazing how your ideas just go like tssh into different things and you can
put everything with your videos. Another student commented that without the blog
you would have just looked at your camera and then had it on your computer, you
wouldnt be like a process you wouldnt be able to write and stuff and it wouldnt
all be together. Performance Design students used digital storytelling as an
Technology, Pedagogy and Education 15
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expressive reection mechanism to select and organise images, and overlay spoken
narrative from the performance text. This process of creating a digital story proved
a valuable part of their design process, with one student telling us I felt the process
of using it made me think about my script more.The ability to layer visual and
auditory enabled them to construct a felt, emotional response to the text.
It should be pointed out that the model is not intended to represent a three-stage
process. Learners can move straight from capture to digital reection without going
through a documentation stage, for example especially with the use of mobile
devices which can capture and then blog something almost at the push of a button.
However, the easier it is, the less reection may actually occur. For example, one
student told us that in the (long) time it took for her videos to upload, she was busy
writing ideas in her blog. In the same way as a painter is unconsciously developing
ideas while they prime their canvas, perhaps the digital reector is forming their
ideas in the time that it takes to organise their digital artefacts.
Conclusion
The question that we have posed is whether digital reection can meet the need for
pedagogical strategies that engage both expression and explanation modes of reec-
tion on creative practice. To test this, we have developed a model of digital reec-
tion which arranges types of digital technology along a manipulationcontinuum.
Types of technology that are relevant to creative reection include capture,
documentation, and reectionmechanisms that can facilitate both reection upon
creative practice, and creative forms of reection.
The Digitalis project has tested a range of these technologies. Benets are
shown in enhanced reection and creative process, with the digital capturing of
activity and process creating a mirrorthat enables students to look again. The
opportunity to showrather than explain is an advantage, in particular having a
record of the creative work in the same place as studentsorganised reections.
Benets in creative practice are observed, most explicitly where creative outcomes
are being pursued. Technical issues are of concern, and need careful thinking
through. Technology needs to be introduced gradually, as an integral part of the
work rather than an add on. Where incremental tasks are introduced by the tutor,
students are more successful in adopting the technologies. Ease of use and appropri-
ate technology for the type of creative practice are important pre-requisites. High
levels of digital literacy may not automatically mean high levels of reection
(sometimes the opposite). Some students experience embarrassment when seeing/
hearing themselves, and both students and staff can experience feelings of overload
particularly if they do not taketo the technology or see it as another thing on
top. Blogs can provide opportunities for tutors to keep in touch in between
sessions, although time can be a restriction.
In summary, initial indications are that there are benets to be gained through
digital reection on creative practice, provided that the concerns identied above
can be addressed.
Note
1. Prezi.com is online cloud-based presentation software based on a zoomable canvas.
Multi-media items can be placed anywhere on the canvas and connections made
16 C. Kirk and J. Pitches
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between them. Presentations can be constructed to pan across the canvas in a user-
dened path between items, and to zoom in and out of detail.
Notes on contributors
Carole Kirk is Cultural Industries PhD Scholar within the School of Performance and
Cultural Industries at the University of Leeds. A practising artist and skilled learning
facilitator, she managed the Digitalis project, which looked at ways in which digital
technologies can enhance and embed creative reection. She has an MA in Management
Learning from Lancaster University and is particularly interested in reection-on-practice,
and creative forms of reection.
Jonathan Pitches is Professor of Theatre and Performance in the School of Performance and
Cultural Industries at the University of Leeds and is Director of Research for PCI. He was
Project Leader of the Digitalis project at the University of Leeds and has research interests
in digital reection, documentation and the theory and practice of performer training,
beginning with Russian approaches to actor training and expanding out more recently to the
UK, USA and China. He is the founding co-editor of the Routledge journal, Theatre Dance
and Performance Training. His second edited book, Performance Perspectives (co-edited
with Sita Popat), was published by Palgrave in 2011.
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... A third set of processes was suggested for the arts (Kirk & Pitches, 2013, p. 219): image editing, juxtaposition, transition and sound sourcing to construct both linear and non-linear reflective narratives. In the three fields, the processes not only help lessenning the uncertainties in problem solving and creating content, but also help maintain a creative problem solving or inquiry (Kirk & Pitches, 2013). ...
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... He stresses that designers instinctively avoid critical reflection of the design process and rarely go beyond project parameters. Kirk and Pitches (2013) proclaim that traditional textbased reflection is not preferred in art and design, citing a study they further emphasize Fig. 1 Four steps of a reflective process for design projects (Ellmers 2014) developed for the study Content courtesy of Springer Nature, terms of use apply. Rights reserved. ...
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