Handbook for Co-creation Framework for enhancing and promoting Media and Learning Design in Higher Education
Creators
Description
We call this document the "handbook". It provides you with concrete scenarios and insights that can help you in producing multimedia. Use it as a companion that guides through every step of producing educational multimedia. The structure of this handbook follows the five phases that were established in the co-creation framework. For each of the first 4 phases, you could hold a meeting of approximately 2 hours and fill them in with the scenarios described in this handbook. The fifth phase, the production phase, is less predictable. This handbook gathers some tips and advice for that phase, but lacks timing and scenarios.
In addition to this handbook, there is also a workbook that can help you document the progress of your project. It collects the most important considerations per phase. Approach this handbook as a collection of suggestions. Even if the described scenarios do not appeal to you, you might use the phases from the model and the questions from the workbook to structure your process.
The handbook and the workbook are designed for everyone who is in charge of producing educational multimedia in higher education. We believe that it is beneficial to repeat this cycle for every single multimedia product you produce, but it is up to you to decide how thorough you follow these guidelines. Perhaps you will closely follow this handbook and workbook for the production of your first multimedia product, and for subsequent recordings, only focus on the scenarios and questions that are most relevant to you?
An important principle of TransACTION! is the search for a way to facilitate (more) co-creation. For each step, you will find advice on how to involve your stakeholders in the scenario behind this logo.
When you think of "co-creation", you may first think of direct colleagues, but other stakeholders could also provide added value in the production process of educational multimedia. Think, for example, of services and staff ("3rd space") with didactic, technical, or multimedia expertise. Or students who have completed or have yet to complete the course in which the educational multimedia will serve as learning material. Finally, there may also be other students who may not be directly involved in the course but can provide valuable insights for other reasons. These scenarios and insights were developed with all these potential stakeholders in mind.
The term ‘co-creation’ can be interpreted in a strict sense or in a milder sense, which allows for varying degrees of participation. Interpreting co-creation in the strict sense of the word means that all parties involved have equal say and ownership over the process and final outcome. This approach requires a high level of collaboration and communication between all parties, as well as a willingness to compromise and integrate different perspectives.
On the other hand, choosing a milder version of co-creation allows for varying degrees of participation and ownership among the parties involved. In this sense, co-creation may involve consultation or feedback from stakeholders, rather than full participation in the decision-making process.
The degree to which you want to make this process co-creative is up to you. You can go through each step together with a group of stakeholders, consult them as a steering committee after each phase, or involve stakeholders selectively in the phase where they seem most meaningful to you. It is up to you to shape the (co-creative) production process according to your needs, and that starts with the question of who you want to consult when.
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Additional details
Funding
- European Union