Monthly Archives: November 2013

Director’s Brief: Gaming and Gamification in the Academic Library

gamingThis brief serves as a justification for introducing gaming and gamification into the curriculum and information literacy at the college library. It outlines gaming and gamification, its benefits, risks, and successful implementation in the library. Research and observations from professional librarians is presented and referenced throughout.

You can access my Director’s Brief and annotated bibliography via this link: DirectorsBrief_ReinaWilliams

Image credit: Gaming, http://www.engadget.com

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Bringing Our Community into the Fold and Using Technology to Transform Learning

Reaching Out to the Community about Library Technology

I think outreach is very important, and we should make every effort to bring new people in the library. My supervisor alwayscommunity says lets just do it for the people that use the library. We should only advertise in the library. I completely disagree we need to educate every in our community about what the library has to offer. We are more than just books!

“It’s easy to focus on the folks who use our services consistently, the ones who borrow materials, attend programs, and bring children to story time (Stephens, 2013).”

Educating community members about the technology in the library, and the role librarians play in educating individuals about technology. I stated in an earlier post that librarians have to be willing to take on the task of teaching technology to community members.

Giving Community Members Hands On Experience with Technology

I loved reading about the TechShop which is “Giving members the opportunity to play with technology is important (TechShop, n.d.).” I would like to create a space like this in my college library, which has limited space. If you would like to see some photos of our pyramid building library designed by Betrand Goldberg checkout this blog http://wrightlibrarypresents.wordpress.com/. The design is cool, but it is completely impractical for a quiet space, which everyone expects. I think with a little redesign the space could an area where students can explore new technology. This is very important as they go out into the job market, and compete with individuals that have advanced technology skills.

Librarians Taking the Lead on Technology in the College/University Setting

superlibrarianIt is the librarians role in the college setting to provide students with “opportunities to gain knowledge—either formally within networked courses delivered across multiple channels by the university, or via services, collections, and access made seamless and available to anyone (Stephens, 2012).” The implementations of app technology, and the available of tablets and laptops to students will only improve their technology skills. As librarians it is part of our job to teach them students how to use these tools to access information.

Librarians Using Technology to Change the Way We Learn

I think as librarians we are engulfed in so much technology everyday that you cannot help be knowledgeable about some aspect of it.

“I spend a lot of time thinking about how libraries create value. How will we (and our users) define services and collections in the future? If our overarching mission is to advance teaching, learning, and research then where do plug-ins, add-ons, iPad apps, and things like premium blogs themes fit into that objective? As these needs shift from novelties to necessities what is our role? (Mathews, 2013).”

Today, I had a discussion with my supervisor about how in the past the library bought books because it is whatever college library had in their core collection. Collection development was not geared toward what the student’s needed to complete assignments and the curriculum. I think this is an important. We are often focused on collections and the physical library we forget about the people in the library seeking information. How will they learn or develop if we do not provide them with the tools to progress if we are stuck in a time warp following the path of the librarians that preceded us. It is necessary for us to stand up and take risks as budgets are cut, and the librarians role is challenged. Academic librarians have to assert themselves as educators and embrace the evolution of their role. Now it is very difficult to hide in a back room away from our community members.

educateTablets, apps, mobile devices, and open source software “enable educators to transform the way they teach. They enable different types of interactions to occur more effectively. They can also change the way students feel about and interact with content and each other (Mathews, 2013).” As librarians we can fill that role and teach our users how to harness this technology to seek knowledge and better their lives.

References

Mathews, B. (2013, September 5). Curating learning experiences: A future role for librarians? [Web log post]. The Ubiquitous  Librarian. The Chronicle of Higher Education Blog Network. Retrieved from http://chronicle.com/blognetwork/theubiquitouslibrarian/2013/09/05/curating-learning-experiences-a-future-role-for-librarians/

Stephens, M. (2013, April 18). Holding us back [Web log post]. Library Journal. Retrieved from http://lj.libraryjournal.com/2013/04/opinion/michael-stephens/holding-us-back-office-hours/#p

Stephens, M. (2012, April 25). Learning everywhere [Web log post]. Library Journal. Retrieved from http://lj.libraryjournal.com/2012/04/opinion/michael-stephens/learning-everywhere-office-hours/

TechShop. (n. d.). TechShop San Jose. Retrieved from http://www.techshop.ws/ts_sanjose.html

Emerging Technology Plan: Participatory Game to Enhance Student Learning of Information Literacy in the Community College Setting

Goal for Information Literacy Game

goalsThe goal of this project is to teach students’ basic information literacy skills by engaging them in gaming activities in the library.

 

Action Brief Statementactionbrief

Convince faculty and librarians that by participating in this information literacy game they will enhance student’s skills which will improve their grades due to increased research skills.

Evidence and Resources to Support Information Literacy Gametechnology

  • Connolly, M., Cosgrave, T., & Krkoska, B. B. (2011). Mobilizing the Library’s Web Presence and Services: A Student-Library Collaboration to Create the Library’s Mobile Site and iPhone Application. Reference Librarian, 52(1/2), 27-35. doi:10.1080/02763877.2011.520109
  • Peters, T. A. (2011). Left to Their Own Devices: The Future of Reference Services on Personal, Portable Information, Communication, and Entertainment Devices. Reference Librarian, 52(1/2), 88-97. doi:10.1080/02763877.2011.520110

 

Mission, Guidelines, and Policy related to Information Literacy Game

Mission

The mission of the game is to increase student’s information literacy skills before the point of need, improve student’s grades, and increase retention in classes with research.

Guidelines

Emerging Technology Committee

This committee with be responsible for creating policies for the implementation of this game.

Policy for Use of Information Literacy Game

The information literacy game will be administered by college faculty and library faculty within the college. Individuals that administer the game must provide student participates with evaluation to determine if future changes need to be made to the game. Administrators of the game are responsible for reporting any technical issues immediately to the IT department at the college.

 

Funding Considerations for Information Literacy Gamefunding

The college has received a Title V: Professional Development which can be used to support active and collaborative learning, first-year students, and at-risk students.

Required Staff Time

  • All librarians will have to serve on the Emerging Technology Committee and the Library Advisory Board
  • The Library Director will be responsible for securing funds and support for the project.
  • IT staff and librarians will collaborate in development and design of the game and website.
  • Library and IT staff will be responsible for troubleshooting technical issues related to game development and use.

 

Action Steps & Timeline

The library will need the support of the faculty to get students on board with participating in the game. If the faculty is not willing to participate by giving up class time or helping pushing the project forward we will need to turn to student organizations. The Student Government Association (SGA) can be a great supporter of these efforts.

The project flow is dependent upon of everyone’s support during the project timeline.

ProjectTimeline_ActionPlan

Staffing Considerations for Information Literacy Gamepeople

The staff needed to implement this project would include librarians, faculty, and IT staff. An exploration for special projects positions to implement game will be explored.

Training for Information Literacy Game

The librarians and faculty would be trained in the use of the game.

Promotion & Marketing of Information Literacy Game

Marketing On-Campusfunding

  • HD Television circuit
  • Email Blasts
  • College Facebook and Twitter accounts
  • Library’s Facebook and Twitter accounts
  • Word of mouth and faculty sharing this information to their students during class
  • Signs on school bulletin boards

Marketing Outside of the College Community

  • Local and Neighborhood newspapers
  • School’s electronic sign on street corner
  • Twitter
  • Facebook

Evaluation of Information Literacy Game

Forms of Evaluationsurveysays

  • Create student survey to determine ease of use of game for continued improvement.
  • Evaluate students’ improvement of research skills by maintaining a control group that will be compared to students participating in game to determine if there is improvement in grades and student retention in courses that require research.

Story the Game Will Tell

The information literacy game will further embed the librarians into the curriculum, and will show the relevance of information literacy instruction. This will prove the need for librarians to be involved in the development and evaluation of information literacy in the community college setting.

Future Expansion of Service

The information literacy game will be made available for use by other community colleges in Illinois.

 

Image credit: Survey says, www.videomaker.com

 

I am a World Book Night giver.

WBN2014_ApplyAd_240x400I tried to send an announcement via the new Marketing Director but no response. So, I emailed the faculty, Dean, and Director of Student Activities today. My library participated in World Book Night US April 2013, and we are excited to participate again.

Is anyone else signed up for World Book Night?