School librarians coping with electronic environment

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    School librarians coping with electronic environment - Presentation Transcript

    1. Jadranka Lasic-Lazic jlazic @ ffzg.hr Mihaela Banek Zorica mbanek @ ffzg.hr Sonja Spiranec [email_address] Department of Information sciences, Faculty of Humanities and Social Sciences, Universtiy of Zagreb, Croatia School librarians coping with electronic environment
    2.  
    3. What is Web 2.0
      • Change in the web space
      • New version (constant beta)
      • Combination of several trends
        • Participation
        • Personalization and collaboration
        • Democracy of marketing
        • Richer online applications
    4. Web 1.0 – Web 2.0
      • Web 1.0:
        • Static web pages
        • Information and data gathered from large databases
          • web as a repository – large database
        • Users: technological background and knowledge
      • Web 2.0
        • Interactivity
        • Social networking
        • User-generated content
          • Participation is the key
        • Easy to use, special skills aren’t necessary
    5. EVERYBODY has the possibility to Web 2.0 create publish share collaborate influence connect
    6. http://en.wikipedia.org/wiki/Image:Web_2.0_Map.svg
    7. http://www.masternewmedia.org/media/media-analysis/DeLoitte-US-media-survey-2007-usage-and-preferences-20070928.htm
    8. Generation X /genreation Y Babyboomer / millenials
    9. Library 2.0
      • reaction to the web-based developments in ICT and the widespread use of social software
      • Curran et al., 2007
    10. Library 2.0 concept
      • reflects user-centeredness;
      • is related to multi-media environments and communication channels;
      • provides the customer with the experience of social presence and enables interaction with librarians and other users;
      • is communally innovative, i.e. works as a community service adaptable to change and allows users to initiate and guide this change of services related to seeking and utilizing information
      • Manes, 2006
    11. What is Library 2.0? Holmbeg et al. 2009
    12. http://theunquietlibrarian.wordpress.com/2009/04/02/
    13. http://stephenslighthouse.sirsidynix.com/untitled.bmp
    14.  
    15.  
    16. Research
      • Students familliarity with Web 2.0 tools
      • Librarians at higher education institutions find Web 2.0 tools to be potentially useful in their libraries.
      Lasic-Lazic, Banek Zorica, Bubas 2009.
    17. Results
      • most of students were familiar with popular tools/services like wikis, blogs, YouTube and MySpace/Facebook
      • less than 50% had more than scarce knowledge of a Flickr, Delicious or even Second Life.
    18.  
    19. http://clifmims.com/blog/archives/468
    20. Curriculum change
      • Department of Information Sciences, Faculty of Humanities and Social Sciences, University of Zagreb
      • Two new courses introduced:
        • Information literacy (theoretical approach)
        • E-learning (practical)
    21. Faculty of Humanities and Social Sciences (FHSS) Department of Information Science
    22. Second life
      • developed in 2003 by Linden Lab s
      • client program - Second Life Viewer
      • more than 9 million Residents
      • MUVE (Multi-User Virtual Environments)
      • 2 Grids
        • Second Life
        • Teen Second life (teens 13-17)
    23. Communication – chat & voice
      • One avatar or group
      • Conferences
      • Classes
    24. Building
      • Building
        • Prims
        • Simple objects
        • Complex objects
      • Scripting
        • interaction
    25. Education & Culture
      • many universities, colleges, schools and other educational institutions researching the use of Second Life as an environment for teaching and learning
        • Open University ( UK ), Princeton, MIT, University of Derby (UK), Vassar, Harvard, University of North Carolina at Chapel Hill, Ohio University, New York University, Australian Film Television and Radio School, etc.
      • Cybrary Islands – Library Alliance
      • Second life library 2.0
      • Eduisland, InfoIsland
      • Museums - International Space Flight museum, Louvre
      • Second life - visual
    26. Potential Benefits
      • Hands-on learning
      • New form of interaction
      • Personalized learning
      • Vi z u a l iza tion – simulation and role - play
      • Improving distance learning and developing immersive environment
      • Marketing
      • Socialization
      • Networking
      • Virtual collaboration
    27. Obstacles
      • System requirements
      • Hardware
      • Network Connection
      • Stability
      • Maintenance/Updates
      • Learning Curve
      • Pricing
      • Rights
      • “ Griefing” and vandalism
      • Inappropriate materials
      • Keeping students on-task
    28. Conclusion
      • Library rules
        • L ibraries are for users and every user its’ book
        • Save the time of the reader
      • Changes in LIS curriculum
      • Training of librarains
      • Educating users

    + Mihaela Banek ZoricaMihaela Banek Zorica, 3 months ago

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