Monthly Archives: October 2019

The Spooky Ghosts of Templates Past

Hello! For this Multimedia Reflection, I chose to respond to Ashley Hinck’s article, “Digital Ghosts in the Modern Classroom”, with the sketchnote format.

In the course of this post, I’ll talk about the article and relate it directly to the sketchnote I created, which you can see directly below:

A sketchnote made after reading Ashley Hinck’s article, “Digital Ghosts in the Modern Classroom”. The article critiques the use of template/shortcut tools that are often used by students and promotes the use of tools that provide greater flexibility in the design of the final creation.

The sketchnote shares the same title as Hinck’s article and is broken up into three main sections. First, the upper left section discusses template platforms and ends with a problem. Second, the section to the right discusses tools that provide more freedom and creativity and promote openness in creation, but also ends with a problem. Finally, the third section is near the bottom, attempting to address the remaining concerns.

The article takes a critical look at platforms and tools that assist in the creation of digital artifacts using a template or “shortcut” method of composition. Typically these kinds of tools have drag-and-drop interfaces that interact with some sort of template, and some examples provided by Hinck include Canva or Blogger. These tools are designed so that they are easy to use to create some artifact with little risk of failure. In order to provide this kind of service, these platforms provide an easy set of steps that are foolproof; all the user must do is follow the prescription and they can’t get it wrong.

GIPHY, one of the template platforms Hinck criticizes in her article. Often students use these sorts of platforms in their personal lives, and this use can intersect with their school lives.

The problem with these template platforms, as Hinck argues, is that because they are designed to be easy to use, they are rigid. Their specialization forces them into producing very particular kinds of artifacts and as a result can become detrimental to true creative expression. Additionally, the more a user uses template platforms, the more that template takes hold of them and shapes the kinds of creations they make, so that there becomes a danger where creative expressions are made in the image of the template.

This section of my sketchnote summarizes these points, first by giving some examples of commonly used template platforms, then leading some of the issues that come along with these platforms. The “evil”, corrupting template is represented by the red box. I tried to express the monotony of template platforms by using the number three often along with plain colours; the examples are colourful to “lure you in”.

An additional problem that comes from template platforms is that they will only take your creative endeavours so far; the tools are easily mastered and are quickly worn out. So what is it that we do?

Instead of encouraging students to use template platforms to create, Hinck suggests that educators should encourage students to try out tools that provide more flexibility, like Photoshop, Audacity, or GIMP. There are no prescribed set of “correct” steps, as a template platform may encourage; instead there are many undefined steps that aren’t always progressive. With open activities like these, sometimes a student must explore a problem from the side rather than head-on.

As a result, these kinds of tools or platforms are more difficult to use, and students are prone to fail on their first few attempts. Additionally, the use of template platforms can come to haunt the student! They shape the student’s perception of expression and create a disconnect between the expectations they bring to open platforms from template platforms and the effort required to create artifacts.

Hinck suggests that we normalize the sort of trial and error process that is necessary to master these open platforms and to reduce frustration in using them. We shouldn’t expect to nail down wonderful expressions of our creativity on our first attempt, nor even the next few tries. Even if we are frustrated in creating these artifacts, we must keep in mind that this work is the necessary cost to create a true expression that rewards and empowers us. We should work towards banishing the ghosts of templates that haunt us.

In my history as an undergraduate student in physics (and later in my Master’s), I greatly valued template platforms because assignments typically required me to use them to complete the assignments in a reasonable amount of time. A frequent example is that I had to give many presentations and I always found myself gravitated towards something like PowerPoint. Often I was in some evaluative setting that only valued the scientific content in my presentations and the way I presented myself, which I didn’t necessarily have any problems with. In these kinds of cases, I think worrying about some novel presentation of scientific ideas would actually have been detrimental, because the pedagogical value in these settings was, “Can you talk about this topic that you’ve researched?” and I often liked to present these scientific ideas as simply as I could. There was no need to re-invent the wheel, so-to-speak. Trying to become comfortable with some of these open platforms often requires many hours of work and practice, which makes it difficult to use them in practice as a novice when the assignment you need to complete is due in a week.

However, I do not mean to say that this idea of focusing on open platforms would not have been irrelevant to me. In fact, there were times where I needed to create something on Google SketchUp or GIMP for some sort of report. In my Master’s thesis, I had to create my own diagrams because I wanted to avoid issues of citation with other authors, or there was no suitable template of representation I could use. So I was forced to try my hand at working with vector graphics software like Inkscape, and when I got the hang of it, it felt good that I could create what I wanted. I think it is good to keep the criticisms of template platforms in the back of one’s mind at all times, and, when the time permits, to strive towards working with platforms that encourage openness and experimentation.

Are Cookie-Cutter Apps Holding Students Back?

Canva by Jordan Thrasher

I read Ashley Hinck’s Digital Ghosts in the Modern Classroom and created an infographic using Canva, to summarize her article. The main point she is trying to get across throughout the article, is the idea that using shortcut/template websites and platforms or “cookie-cutter” platforms as I described, is killing creativity in our students. A few examples of these programs include: Facebook, Snapchat, Canva, Google Slides, etc. She believes that by allowing students to “create” by using drag and drop platforms, we are limiting their technical potential. Moreover, students are not able to build resiliency in understanding that getting stuck or trial-and-error are all part of the process of success. Once they are able to build this skill through practice and learning, the sky’s the limit. 

While I agree with the ultimate goal of getting the best out of our students, I don’t necessarily think that teaching kids how to code will prepare them for what is expected from them in post-secondary or the job force. However, it is a different story if their career aspiration is in computer science or some kind of communications or marketing position. I still think the tools provided allow students to be creative because there are so many tools available to choose from. I believe if students are providing well-thought out projects, regardless of how they do it, then we are not only limiting stress, but rewarding success as well.

Incidentally, my stance on technology in the classroom is one I approach with caution, but with open arms. I appreciate a challenge and furthering my technical knowledge, but only if I can make it beneficial for my students. This assignment I found to be a challenge creating my first infographic and I can now use that experience moving forward if I make one again.

Ghosts in the Classroom?

 I chose to create an infographic using Canva to summarize the Article Digital Ghosts in the Modern Classroom by Ashley Hinck. The artcicle speaks about the lack of creativity and individuality as a result of using digital technology in the classroom. I believe technology has not eliminated the “drag and drop” model of learning it just changes the medium by which we apply this model.

 

 The traditional ways of learning through worksheets and simply plugging in the correct answer because it is what the teacher expects is not eliminated by the use of technology in the classroom. Many media platforms implement pre-designed templates for students to use when designing online resources. These templates are nothing new to students, they have been conditioned to follow the instructions to get the “right answer”, essentially eliminating any chance for creativity. Traditional school culture is reinforced in these “drag and drop” models of online learning.

https://commons.wikimedia.org/wiki/File:Plug-in_Noun_project_4032.svg



 It is critical for students to develop a better understanding of the creative process. As educators it is important for us to take students to the next level, moving from pre-determined to original, creating rather than filling out a template. I believe it can be difficult for students to move from high school to post-secondary to the workplace, engaging on a deeper level in online platforms helps students to develop their creative identity as well as problem solving skills. Working with online resources can be frustrating, however, it is important for students to recognize the variety of ways to accomplish their goals and recognize their “failures” as an opportunity to grow and learn. 

We must move away from the idea that obstacles are equivalent to failure and that there is only one way of accomplishing a goal. This is an ongoing issue in the education system, the way we measure knowledge uses a “right or wrong” answer system with no room for creativity or opinions. I believe that we have begun to move in the right direction towards enabling students to express their creativity and to change their mindset so that they begin to break away from the drag and drop model enabling students to realize that there is more than one pathway to success.

Ghosting Digital Ghosts

For this assignment, I decided to read Ashley Hinck’s article “Digital Ghosts in the Modern Classroom”. From reading the article, I must say that Hinck’s did argue good points most of which I agree. I decided to create a sketch note highlighting key information from the article that connected with me. Hinck discusses traditional school culture and how in today’s day in age students are losing creativity due to the use of certain programs and template/ shortcut platforms, many of which depend on basic drag and drop and step by step instructions. Yes, this may seem easy and familiar to many of us, but Hinck’s argues that these basic “guaranteed working products” have diminished students drive to think outside of the box, to use their imagination, and be creative without risk of failure. I feel that the platforms and shortcuts we are used to using has without knowing lessened our drive to be original and create on our own, and once allowed to use more intricate programs, realize how time-consuming and difficult it is.

I remember a time I was taking a time-based course, where we made videos using Final Cut Pro, Audacity, and Photoshop. I found it challenging and almost preferred to use IMovie, which was quite familiar to me, but we were restricted to the other applications. Hinck’s also discusses how teachers have been so focused on “the heart of student learning”, which consists of evaluation tactics such as fill in the blank and multiple choice worksheets, as well as student-teacher relationships and class layouts.

While in placement I found this was a go-to for many teachers during evaluations, which I do not completely disagree to use, although I feel this tool is not always as proactive for all students and tends to aid students to become dependant on them. That being said, this has distracted us or taken priority over the fact that many of which are influencing our students are behind closed doors, and out of view of educators. Teachers do not realize the influence these applications are having on students creativity. Basic filters from snap chat and Instagram trick students into thinking they are being original and creative by applying them to their photos during editing processes. What they do not see is that these are all defaults and what they cannot access is creating these filters themselves. But once being allowed to do so, realize the difficulty that truly lies behind such apps (ex. Adobe’s Photoshop, Audacity). The influence this has on our students haunt them without recognition, like a ghost.

Hinck’s goes on to discuss how traditional school culture has also led students away from being speakers of their imaginative processes, thus making them fear failure. When in reality failure is what drives them to success. Students nowadays tend to ask what a teachers preference would be of different fonts, colours, sizes or themes in regards to an assignment where they might be using something such as slide show.

This was a constant question I would receive from my students, they come to feel that teachers are biased and have a particular idea of how they want student assignments to look. To fix this mindset, we should be encouraging student’s to “create, compose, and make” because such platforms and mindsets “limit imaginations and desires for bigger, better ideas”. I agree with Hinck’s that traditional school culture has manipulated students into feeling that being wrong is one of the worst things to be, thus feeling like they have to restrict themselves to a particular way or creating. Students must believe that it’s okay to make mistakes, to explore, discover, and create. They shouldn’t have to feel restricted or that they need to stay in the lines to be successful, they do not always have to be right but believe that trial-and-error and troubleshooting will inspire them more than always being right. Students are not little robots, they are creators, who make mistakes and they cannot forget that.

For this assignment, I felt that the sketch note was in my comfort range. I did enjoy creating the sketch note, it turned out differently than I had imagined but I’m happy with the result. I found that once I got started creating the sketch note, it helped my understanding of the article, which I feel will be a useful tool for student learning. From learning this skill I hope to be able to incorporate this into my teaching practice in the future, as it is creative and innovative. #UWinDig2020

Tagged ,

‘Not-Yetness’ and the Constructivist Model of Education.

In the tenth episode of the Hybrid Pedagogy podcast, titled “Questioning Learning,” Chris Friend interviews Amy Collier about critical pedagogies, the concept of ‘risk’ in teaching, and the constructivist model of education. Collier’s research revolves around an idea called ‘not-yetness.’ She describes ‘not-yetness’ as a mental state where students have both an interest in a topic and a comfort in not yet knowing it, but lack the resources and teaching strategies needed for them to thrive. Collier believes that through a constructivist model of education, teachers can exploit this innate curiosity and create excellent learning experiences. Collier centres this experience on teacher-student relationships, which she believes are prerequisites for any successful pedagogy. She strongly states that teachers will never be replaced by computers, since it is neither an effective nor a natural progression.

For this multimedia reflection, I decided to create a narrated and animated sketchnote using my phone’s built in time-lapse feature and a small whiteboard. This idea was inspired by a relatively popular YouTube channel called “minutephysics.” This channel creates very simple but polished animated sketchnotes, and uses them to explain complex theories and phenomena in the world of science.

I assumed it would be easy to create a minutephysics-esque animated sketchnote, but I quickly realized that I was mistaken. Finding a mount to hold my phone was probably the most creative part in this entire process, and finding a way to cover its shadow on the whiteboard was infuriating at best. I have decided to include a picture of my workstation for this assignment, as I believe it to be both informative and humorous. I hope you enjoy my multimedia reflection, I look forward to hearing any of your opinions about this topic!

The whiteboard is sitting under my mom’s camera tripod. My phone was gently balanced on the two hangers placed underneath. The two lights on the sides are tilted lamps without shades, which were used to cover up shadows from the tripod and hangers.

Fixing Education Meltdown!!

For this assessment, I decided to investigate Chris Friend and Amy Collier’s podcast, Questioning Learning. This podcast centers around the fact that teachers are the heart of learning. There are online courses being taught in the schools today and the teachers are being forgotten about. These online courses are designed for specific answers and does not encourage the students to think beyond the norm. The pod casts discusses how both the teacher and students need to take risks to accomplish new learning experiences. They talk about how the teacher needs to incorporate risk, uncertainty, discomfort and unpredictability in their teaching methods as well as encourage the students to apply these assets in their own learning experiences. I demonstrated these ideals with a sketchnote.

Student-Teacher Relationship

The main focal point of my sketchnote refers to the main idea of the podcast; teacher-student relationships are the heart of teaching and that’s what it is really about. I decided to draw a teacher and student inside a heart to represent this and made it the largest image on the page. I also used more color in this image than the others because I wanted it to immediately draw your eyes to the heart then the image inside. Amy Collier mentions that this is truly the whole point of education and at it’s most basic fundamental level, is what education is about. You need a teacher’s guidance and knowledge to help a student reach for new ideas and push themselves beyond their own expectations.

There is a line of child’s blocks leading to the next image. The blocks spell out canned courses since this is another one of the main topics. I drew and outlined a can to get the point across that all cans are basically all the same shape. Outlining the can and the picture of the laptop to represent the idea of online courses, I followed it up with a few key points mentioned. Amy Collier mentions that online courses have very predictable outcome and only go from point A to point B. There is very little room for the instructor to make the course engaging or to keep students thinking. The course is already done and essentially all the teacher is expected to do is grade the incoming assignments, in which all the answers are expected to be the same. Where is the fun and learning in that?

The blocks leading to the next picture spells educational technology. I colored in the laptop since I wanted that part of the image to stand out and have the teacher fade into the background a little more. This way your eye finds the teacher after the laptop and students staring at it. Amy Collier mentioned that there is a huge push for learner centered teaching which is of course what we all want, but there has also been talk about technology replacing teachers.  This hurts the educational system at the core, since that relationship between student-teacher is fundamental to advance learning.

Following the building blocks, there is, taking risks leading to a car with learning outcomes on it and having a sign that catches your eye. The car takes the risk and has two possible outcomes, one of which could lead to entirely new learning experiences. A great teacher will encourage the student to try new ideas and concepts and be there for guidance and support. The teacher and students need to take risks together in learning, since the learning process is entirely risky in itself. By taking these learning risks it could lead to great and exciting discoveries but there is possibility it could lead to nothing at all. But with both the teacher and student working together and taking chances there is a chance for many amazing possibilities.

The next block chain reads chance reward which is a huge aspect of teaching. When you, as an educator take a chance in teaching the rewards can be great. The chalkboard with the four main words that Amy Collier used to explain the qualities a teacher should feel stand out with joy and discovery being the next thing your eye follows as those are the possible outcomes from teaching with a certain level of risk, uncertainty, discomfort, and unpredictability. A teacher needs to put themselves out there and push their students to strive for more. This might result in teaching lessons outside your comfort zone but when you relate to the students and teach them not only context but lessons you yourself have learnt, the rewards can be great. You need to also push the students beyond their comfort zones as well, because when you strive for more, the possibilities are endless.

Who Ya Gonna Call? Digital Ghostbusters!

For this assignment, I chose to read “Digital Ghosts in the Modern Classroom” by Ashley Hinck. I thought the article was insightful and informative. The idea that shortcut/template platforms limit the open spaces for students to be creative is one that I had never considered, but certainly one that I can relate to. The vast majority of my learning has been based around the banking model of education which emphasizes the importance of correct answers and minimizes the need for creativity.

Image depicting creativity being minimized in school environment.

I completely agree with Hinck’s belief that shortcut/template platforms limit a student’s ability to be creative, however, I don’t view this as a bad thing. I believe that shortcut/template platforms reduce the amount of stress that students face when creating digital media. The platforms are easy to use and guarantee a working final product. Open-ended platforms are much more difficult to use and don’t guarantee a working final product. For me, a platform that limits my ability to be creative far out-weighs the risk of creating a product that might not even work. Furthermore, I believe that there are many students who don’t necessarily desire the ability to be creative. Many students are content with using a template platform to create a “cookie-cutter” final product that will get them a good grade. Drawing on my previous educational experience, I would argue that students’ value good grades over the ability to be creative.

Although being creative isn’t something that I value, I do believe there is some merit in attempting to break free from shortcut/template platforms like Hinck suggests. Limiting the use of shortcut/template platforms forces students and teachers to step outside of their comfort zones. While open-ended platforms are more difficult to use, they can teach both students and teachers valuable life skills such as troubleshooting and problem solving. I don’t think that students should be forced to use open-ended platforms but I do believe that they should be taught and made available to students who would appreciate the ability to express themselves creatively.

The three phases of problem solving.

When creating my artifact, I completely ignored the main message of Hinck’s article and decided to make an infographic using Canva. Canva is a drag-and-drop website that provides users with hundreds of templates to choose from. The website is free and allows you to save and download your infographic once it is complete. Although Hinck warns against using websites like Canva, its drag-and-drop interface aligns with my previous digital media making experiences. When I become a teacher, I will attempt to break away from the traditional banking model of education by encouraging my students to choose platforms that allow for creativity.

Infographic summarizing Hinck’s article.

Tagged

Are Ghosts Taking Over the Classroom?

I read “Ghosts in the Modern Classroom” by Ashley Hinck who argues that templates found in Word and Power Point and so on are limiting students abilities to be creative and experimental. The current education system teaches students how to follow simple steps and that there is always a right or wrong answer. As a results, students have false expectations on what digital media making is really about. With the addition of platforms that have templates and limitations, the assumption is digital media should be quick, easy and effortless. The reality is digital media making is complex with no simple path to follow nor any right answer. Students are now scared of making mistakes and so have more difficulties with being creative and thinking outside the box.

I agree with the author in that some platforms do limit creativity and causes students to have unrealistic expectations. Templates give students an easier way to make presentations in that they don’t need to worry about formatting. Also, for some platforms, only a limited component of the website is free which can limit how students can use the website. For instance, Canva has some free elements and others that cost money.

For my artifact, I chose to do an infographic by using Canva which summarizes some of the main messages she pointed out. I thought Canva was a great platform and fairly user friendly. From using this platform, I believe the main factor that inhibits student’s creativity is that they may not know how to use the platform to its fullest. There were some things I wanted to add but couldn’t figure out how to do it or how to do it for free. So, I didn’t necessarily have the tools or resources to be creative simply because of the limitation of my own knowledge with this platform. I also attempted to not use a template to see how limiting the platform was and found that with some practice, students are able to use their own imagination by using this platform.

However, from my experience, whenever I did presentations, the goal wasn’t to have the most creative power point or poster. The purpose is to have your topic be clear and interesting. Using templates for me was more of way to save time because making something from scratch is extremely time consuming. Coding is an extremely difficult skill that takes a very long time to master. I know people who took computer science courses in university and struggled trying to solve the assignments. For that reason, it may not be realistic to have all students code websites or infographics and so on. The students will simply not have the time. Perhaps there should be a compromise between taking a template and having to start something from scratch to enable students to be creative, understand there aren’t any specific steps to follow and prevent them from feeling like a failure when they can’t do something on their first try. 

For that reason, perhaps the templates aren’t really the problem but the fact students simply don’t know how to use the platforms to their full potential which therefore limits how creative the students can be. 

Teachers Aren’t Teaching Their Students How To Think

A Reflection on Ashley Hinck’s Digital Ghosts in the Modern Classroom

Sketchnote by Sebastian Bachmeier

In Ashley Hinck’s article Digital Ghosts in the Modern Classroom, Hinck discusses the various issues people face when working with technology in the school environment. For many students in the past and even today, the bulk of schoolwork is very cut-and-dry. There is one way of doing things; your answer is right or wrong. Worksheets are a classic example of this type of exercise: you fill in the blanks and you get a nice little check mark beside all the blanks you have filled in correctly. It is easy to see where you are successful and where you have failed, and it is not necessary to do much creative thinking in order to achieve top marks.

With the advent of technology, times began to change, however. Teachers began trying to integrate tech into their classes, but while the effort comes from a good place the technology is often misused. Hinck mentions such projects as creating one’s own website — a very valuable skill in this technological age! There are platforms like Wix or Squarespace whichmake building a site easy; simply follow the steps, drag and drop, and presto! A fully-functional website all your own! The problem, as Hinck mentions, is that creativity is severely limited on these platforms. She argues that these methods of creating content are not representative of what creation of web-based content truly is, and I have to agree.

Assignments which use these “Web 2.0” platforms in school only offer the illusion of creativity, always working within the platform’s constraints. They end up being graded in a manner very similar to the worksheets of yesteryear, where you either have a nice-looking website, presentation, etc. which checks all the boxes on the grading rubric, or you don’t. The problem with this kind of activity is that it does not represent true content creation, and does not teach students the skills needed to thrive in this working world: problem solving.

Hinck talks in her article about the countless students she has seen come into her classes ready to learn HTML or CSS, only to be caught off-guard by how hard these languages can be. They become concerned with all of the wrong problems, thinking that because their code or program is not working, they must be wrong. They believe they have failed because for their entire school careers they have been told that there is a set of steps to follow to ensure success, and they end up missing the point of learning these skills in the first place. The real key to these types of activities is the learning process. What matters is whether one is able to identify a problem, fix it, and continue learning. The process is the focus, not the product.

This concept is foreign not only to students, but to many teachers as well. As teachers, we aren’t doing our students any favours by creating product-oriented projects. They will not gain anything by following a set of steps until they reach success, but they will learn valuable lessons by working their way through problems, facing and overcoming failure, and documenting their progress along the way — even the messy parts.

I found this assignment to be very closely tied to the article. It forced me to get out of my comfort zone and try a different approach to an assignment which I had never attempted before. It certainly had its challenges — I had originally planned to do the whole sketchnote digitally using a digital art program and drawing tablet, but I couldn’t get the tablet to work properly and ended up drawing and colouring the entire note by hand. Then I had to find some way to get it from a physical page to a JPEG format on my computer, which was not a step I had expected to face. The process of dealing with these issues taught me about which skills I am already comfortable using (drawing by hand, using a scanning printer) and which skills I will need more time to master (using a drawing tablet successfully, troubleshooting digital art software). Regardless of how successful I may be in the end, the message in the article couldn’t be clearer: students need to learn to value process over product, and that needs to start with teachers (like us, hopefully) who teach their kids how to think.

Technology: Is it really a Benefit in Education?

For my first multimedia reflection I have chosen to read Ashley Hinck’s article “Digital Ghosts in the Modern Classroom.” In the article the author speaks about the education system and how there has been this idea created of a correct or straight path type of approach when working with digital media. The students conform to this style where they are hesitant towards trial-and-error, and instead proceed with a cyclical order of correct steps without a single mistake to be found. This idea has produced a lingering of worksheets and shortcut/template websites in the classroom that students are constantly thinking about, and limiting their potential to become open and creative, and to show their true abilities.

A picture of a man pushing away the L in the word limits.

I can relate to the statements made by Hinck in her article, as I recall when I was completing my education in either high school or my undergrad I was never pushed to explore or try new platforms. I constantly utilized the likes of both Microsoft Word and PowerPoint as I know how to effectively work my way through the program.

A picture of a chalkboard with the quote “Never a failure, always a lesson.”

Hinck later on in the article states a few different approaches to diminishing these looming expectations, by developing students creativity and helping students see themselves as makers/creators/speakers. Approaches such as explicit permission to try, fail and revise, giving students the tools they need or making connections between experiences in and out of the classroom and sharing with their peers. When making digital media students need to feel comfortable with trial and error, they need to know that failure is okay, as long as they take it as a learning opportunity, where they can then build upon and improve. I strongly believe in giving students the tools needed to complete a task and guiding them in the right direction, without definitively giving them the answer. I also believe in allowing students the freedom of working alongside each other and completing tasks in any form which they choose. 

I have chosen to create an infographic using the website Canva. This was my first time using this tool, and I found it extremely user friendly. Originally I was not very open to trying something new and had thought of using PowerPoint as I find it simple and am not a very technologically advanced individual, but after reading Hinck’s article I was given a different view in which I wanted to expand on my horizons and go outside of my comfort zone. I decided to choose an infographic as I have always been curious as to how they were made. At the beginning it was challenging as I had very little knowledge on this subject, but the Canva platform was very user friendly and I thoroughly enjoyed exploring the website as I worked towards creating my infographic.