Office Hours: Flipping the LIS Classroom

Oops – forgot to post this:

http://lj.libraryjournal.com/2014/07/opinion/michael-stephens/flipping-the-lis-classroom-office-hours/

I’m most excited about the requirement for student reflection blogging in this course. Discussion forums, landlocked inside the learning management system, are giving way to a WordPress-enabled blog community that all of our core students will work with for thoughts on the course content. I am a longtime advocate of the power of blogging as a means to foster critical reflection in a safe thinking-out-loud space and promote engagement with other students and faculty via commenting. The Sloan Consortium, devoted to effective online education, recently heralded a similar model: the University of Nevada Las Vegas Journalism School’s use of WordPress and BuddyPress for multiuser blogging was cited as an educational innovation.

Office Hours: Citation Fixation

Here’s last month’s column – all about getting too hung up on citation formatting:

http://lj.libraryjournal.com/2014/09/opinion/michael-stephens/citation-fixation-office-hours/

But wait—shouldn’t we be teaching soon-to-be librarians how to cite properly so they in turn can deliver the gospel to their young charges in the university? And grading them down for every missed period or italicized article title? I’d argue that instead of citation fixation we promote reflection and consideration of the ideas presented in our courses. To synthesize is a sometimes overused verb in higher education, but it works in this instance. Students encountering new ideas and voices of any discipline are better served by someone who can nudge them toward critical examination and combining ideas into cohesive structures that help them understand the world. From that understanding should come new ideas, not a perfectly cited reference.

#hyperlibMOOC Update

Together, we’d like to thank everyone who expressed interest in a second iteration of the #hyperlibMOOC.  We believe our MOOC filled an interesting gap in the MOOC phenomenon by providing community-centered, large-scale learning specifically for library and information science professionals.  Our reflections, both scholarly and personal, show that this experience was formative for ourselves as scholars and as a teachers.  But more importantly, we recognize that the #hyperlibMOOC provided a new, engaging way for our students to continue their professional development and lifelong learning.

At this time, we will be unable to offer another iteration of the #hyperlibMOOC.  This is due in part to logistics and professional requirements on our part.  But rest assured, it is our intention to revive the MOOC here shortly.  In fact, we have applied for a Knight Foundation grant to offer and expand the #hyperlibMOOC to reach more professionals and teach more topics related to the hyperlinked library.

Please continue to check back at the #hyperlibMOOC, the Twitter account, and at SJSU’s School of Information MOOC page.  For information about research results regarding the #hyperlibMOOC, see Michael’s dedicated page at Tame The Web.

Many thanks,

Kyle Jones & Michael Stephens

Webcast – Participatory, Continuous, Connected | Top Trends from Library 2.014

Link: http://lj.libraryjournal.com/2014/10/webcasts/participatory-continuous-connected-top-trends-from-library-2-014/

Participatory, hyperlinked library services; DIY and maker movements; emerging technology in academic and research libraries; Google Glass—the Library 2.014 conference covered a broad range of topics and these were among the most notable. Join us for this free LJ webcast, where we’ll cover the highlights of each one and offer key takeaways.

  • Michael Stephens will discuss participatory, hyperlinked library services in a connected world of “continuous computing.”
  • Susan Hildreth will reflect on how the DIY and maker movements—particularly as they relate to STEM education (with badges to certify skill development)—place libraries as central learning hubs for their communities.
  • Samantha Adams Becker taught the first online course ever to take place in Facebook. She will explore emerging technology uptake—especially digital communication formats—in various education sectors including academic and research libraries.
  • Ayyoub Ajmi will describe experiences using Google Glass at the UMKC School of Law Library—what they did with it, what they couldn’t do, and what’s for the future.

Join Michael Stephens who will moderate a lively and insightful discussion with our panel of distinguished experts.

Panelists:

Ayyoub Ajmi, Digital Communications & Learning Initiatives Librarian, University of Missouri Kansas City (UMKC)

Samantha Adams Becker, Senior Director of Communications, New Media Consortium

Susan Hildreth, Director, Institute of Museum and Library Services (IMLS)

Moderator:

Michael Stephens, Assistant Professor and monthly columnist for Library Journal

register button Participatory, Continuous, Connected | Top Trends from Library 2.014Can’t make it October 30th? No problem! Register now and you will receive an email from Library Journal with the URL to access the archive for this event.

Comics, Games, Art, Literature at Graphic Novel Symposium by TTW Contributor Troy Swanson

Since I have shared some of our planning on my library’s Graphic Novel Symposium in TTW posts (seeBehind the Scenes of the Graphic Novel Symposium & Grahpic Novel Symposium–#comicculture), I want to share our final video that summarizes our event.

You can watch our faculty lectures from the Graphic Novel Symposium at: Moraine Valley Graphic Novel Symposium, http://www.morainevalley.edu/comicculture/.

Graphic Novel Symposium at Moraine Valley

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Troy A. Swanson is Department Chair and Teaching & Learning Librarian at Moraine Valley Community College. He is the co-editor of the upcoming book from ACRL, Not Just Where to Click: Teaching Students How to Think About Information. You can follow him on Twitter at @t_swanson.

Engaging Adventures with Gamification – A TTW Guest Post by Jan Holmquist & Mette Rygaard Nielsen

2014-08-19 09.00.45-1A new project explores and challenges traditional library dissemination. The tools are taken from gamification which intentionally uses game elements to involve and engage users.  

A virtual tour of a city uncovering hidden treasures, small engaging ways of improving existing services and a new digital experience at the library – this is what the joint project Gamification – activating cultural dissemination resulted in. A project taken on by three libraries: Guldborgsund Public Library, Aarhus Public Library and Hjørring Public Library in their attempt to involve users in their services more actively. Each library contributed with a sub-project exploiting gamification, a method which draws on known elements from games to create a more active dissemination. An interesting tool for libraries to explore to engage citizens in a different and perhaps more entertaining way.


Exciting treasure hunts in the urban space
In Nykøbing Falster, Guldborgsund Public Library invites local citizens and visitors of the city on interactive walks around the town as part of the project Hidden Treasures. Through their smart phone, ‘treasure hunters’ can have a new and different experience of the town and its history.

With the project Hidden Treasures Guldborgsund Public Library wants to meet people in the urban space in a fun and engaging way. We aim to turn the local cultural and literary history into a vivid experience. Through a series of riddles and problems, the inquisitive-minded will hopefully see the town in a new light.

The interactive walks offer three different themes: a trip back to explorer and author Peter Freuchens’ Nykøbing Falster in the 1920s; an insight into the town when author Knud Romer grew up in the 1970s; and a contemporary tour with focus on local food from Falster.


Experience new perspectives of the library   
In cooperation with three artists, Hjørring Public Libraries has developed an interactive tour of the library, where users experience the library from new angles and at the same time leave small clues for other users. Armed with headphones and an MP3 player, users are guided through the many offers of the library.

During the tour, the users are given challenges which they must solve in order to continue the tour, precisely as it is known in the gaming universe. The tour is formed so that the users, through their answers to the challenge, influence how certain elements of the tour develop.


Taking existing services a step further
At Aarhus Main Library, the project has resulted in making many small tests with gamification instead of one large. The focus has been on improving and expanding existing offers. In one test gamification was used on the service “International Breakfast” – a service where foreign families are invited to eat breakfast together in the library, to have an experience with other newcomers and hopefully build a better network in the city. Unfortunately, it has proven difficult to get them to talk to each other. Therefore, gamification was tested on the service as a method to create a greater desire among the participants to share knowledge, talk and have fun – together.

‘The project offers us an opportunity to gain practical experiences with gamification and at the same time explore which methods can strengthen the quality of our dissemination to and communication with citizens’, says Lisbeth Overgaard Nielsen, Lead project manager from Aarhus Public Libraries.


About the project

In order to test various gamification methods and tools in relation to different library user groups, the three libraries involved chose different target groups for their tests: Aarhus dealt with families with children, Guldborgsund targeted adults, and Hjørring was working with young people.

The project runs until 31 October 2014 and is carried out in cooperation between Hjørring Public Library, Guldborgsund Public Library and Aarhus Public Library. Aarhus City Archives participates in the project in cooperation with Aarhus Main Library. The project is subsidised by the Danish Agency for Culture.

Experiences from the three sub-projects will be compiled in a digital guide and disseminated in the autumn of 2014 where focus will be on opportunities and challenges within activating cultural dissemination.

Lessons learned from the project will be presented to Danish libraries in the autumn of 2014.

 

nb3lpJ5CNqcyvZwAhEI_K7mmg44Q1hTOP_BZnxDX_6E,hhuElcrMU7q2EDwF8TO9dMEXFNU9tRPicM6h-EK5JFcJan Holmquist is Assistant Library Director at Guldborgsund Public Library, Denmark. He has been working with international projects like 23 Mobile Things, Buy India a Library and is currently member of the Library Avengers raising awareness about public libraries on a political level in the European Union. Jan is a strong believer of the library as supporter of learning on all levels.

MetteMette Rygaard Nielsen is Media Strategist at Guldborgsund Public Library working with library advocacy, the Members of the library club and library events

New Article: “23 mobile things: self-directed and effective professional learning”

 

Citation: Michael Stephens , (2014) “23 mobile things: self-directed and effective professional learning: “, Library Management , Vol. 35 Iss: 8/9, pp. –.
Purpose

The purpose of this paper is to examine the “Mobile 23 Things” survey results from the program offered by Guldborgsund-bibliotekerne (a public library in Denmark) and present the findings as support for professional development models to increase library staff familiarity with emerging technologies.

Design/methodology/approach

Using an integrated, exploratory approach, a Web-based survey tool, developed for a previous Learning 2.0 study, was adapted for this study, with survey questions translated English – Danish, and responses Danish – English. The data gathered from both pre- and post-program surveys are presented and analyzed.

Findings

The research results identify that 23 Mobile Things increases familiarity with movable technologies, promotes inclusive learning, and can be an effective model for delivering professional development.

Originality/value

This article reports on the first research study to evaluate the 23 Mobile Things model and provides evidence that this model of library staff professional development can be an overall beneficial experience that increases staff knowledge and expertise related to mobile devices and applications.

 

People, Libraries & Technology – A Weblog by Michael Stephens