Journal of Academic Development and Education JADE Issue 8 | Page 8

ARTICLE #1 | 9 8 | JADE DR. KATE CUTHBERT design activities and forge a great sense of public value surrounding the curriculum decisions. See also The HEA Student Engagement through Partnership Toolkit. 3 Process mapping This activity has its roots in the manufacturing sector and its purpose is to illustrate the flow of a product through a system. Importantly it is a visual representation and when analysed can pinpoint decisions, value-added steps in the process and indeed when issues such as duplication of work is present. Think how effective this activity would be when working through your curriculum from admissions to completion. The use of process maps helps create a reliable user experience and a more collective understanding of the journey a learner will take when experiencing your curriculum. Process mapping is most effective when different teams and departments engage in the process so you end up with a shared vision and action plan. See also The Design Studio 4 from JISC which recounts the use of process mapping in approval development. The caveat to all of the above of course is to commit to the idea of curriculum design as synonymous with product design. If we see curriculum as a manufactured product with tangible and intangible elements I think we are part way there. Also we need to remind ourselves that curriculum happens outside of the paperwork; the experience of the product and the context in which the curriculum exists is very important to its success. The purpose of this editorial? When you are looking over the wealth of innovations collated in this edition of JADE, think about how you might employ design principles to effectively apply the new ideas into your curricula. You can also add your curriculum design advice and experience to #Designcurr. References Meyer, J.H.F. and Land, R. (2005) Threshold concepts and troublesome knowledge (2): epistemological considerations and a conceptual framework for teaching and learning, Higher Education, 49 (3), 373-388. 3. https://www.heacademy.ac.uk/individuals/student-success/toolkits/ student-engagement 4. http://jiscdesignstudio.pbworks.com/w/page/24956074/PALET%20 Curriculum%20approval%20process%20map ARTICLE #1 Title Interconnected Motions: Agency of Information in Culture & Learning (Virtual Mythology) Author Philip Devine, Learning Technology Officer (Lecture Capture) DOI http://dx.doi.org/10.21252/ KEELE-0000016 Contact [email protected] Abstract “Design is not engaging with the social, cultural, and ethical implications of the technologies it makes so sexy and consumable.” Dunne and Raby, 1999, Preface Introduction The aim of this paper is to begin to explore and understand the agency and mythology of the objectification of information in culture and learning within the digital domain. Georg Simmel (1910–11) defines the nature of culture as “the cultivation of individuals through the agency of external forms which have been objectified in the course of history”. Subjectivity and subjective experience in the objectification of external forms, and the relationship between agency and experiment, in relation to a post-human debate, are, according to Edwards (2010, p. 5), “a separation of matter from meaning, object from subject”. These thoughts will provide the necessary semantic tool kit, a “semiotics of virtuality” (Hayles, 1999, p. 24), to begin to understand the importance of the objectification of information in learning and teaching. Firstly it is necessary to locate a body (or bodies) of information that will allow further definition of agency within the objectification of information in learning and digital culture. The University of Edinburgh’s, E-learning and Digital Cultures 2013, Massive Online Open Course (mooc) will (possibly) provide the necessary depth of information to begin to understand the impact of the objectification of information in learning and teaching in digital culture. E-learning and Digital Cultures 2013 mooc Twitter feed, locating messages and conversation around hashtag 1 (#edcmooc), would part provide that necessary, sampled, empirical data. #edcmooc Twitter feed data in CSV 2 format can be found at [Appendix 1]. Ethical consideration regarding privacy of data has been taken into account. All #edcmooc data is in the open domain, and free to access. Agency, Mythology and Representation To define the concept of agency and mythology, in order to locate the potential efficacy of the objectification of information in learning and digital culture, it is important to map potential ‘expected’ locations of the objectification of information (object or artifact). It is also important to understand how those objects or artifacts can be, or cannot be represented in the digital domain. To do this, in my opinion, it is important to at least begin to understand the dialectic 3 within learning cultures in the digital domain, described by Edwards (2010, p. 5) as the juxtaposition of “matters of fact/objects and 1. Hashtag: A searchable object that groups messages and conversations. 2. CSV: Comma-separated values (CSV) in plain text form. 3. Dialectic: A process of change in which a concept, or its realisation, passes over into, and is preserved and fulfilled by its opposite.