All pedagogy is necessarily adaptive because it takes place within and regards the extant world. Digital pedagogy must be even more adaptive because it relies upon, at least in its manufacture, the whims and invention of engineers, code creatives, and a marketplace driven by the distraction of the new, the shiny, the better-than-last-year, the perpetual 2.0. Digital pedagogy is a pedagogy of machines as much as it is a pedagogy of minds and bodies — and not machines just as tools, but machines as environments, as extensions of our own learning processes, as approaches. And so, while “pedagogy is essentially a critical thinking exercise directed at learning and teaching,” digital pedagogy is a critical thinking exercise that considers our use of machines, and our lives as co-dependent with them.
In the last few years, teaching/learning and the digital have increasingly collided/colluded. The MOOC, the broadening of the LMS, the calcification of some approaches, and the response to that calcification — all have waged (mostly) friendly conversation about what it means to learn and teach and create in digital and online spaces. At the beginning of this year, Cathy N. Davidson asked, in a collaborative learning experiment, whether all our traditional approaches to education were invalidated by the encroachment of the digital into our professions. The answer was a resounding “maybe,” with exuberance for new media balanced out by a reluctance to embrace it.