New Bulgarian University Library gradually shifts its focus toward adopting green technologies and resources for information literacy. Two new technological trends in education: BYOD (bring your own device) and games and gamification are steadily being recognized and adopted by librarians. A jQuery-generated site for mobile devices is used to gamify students' introduction to information literacy. We seek to achieve: 1. a paperless environment; 2. a dynamic and mobile access to information and feedback; 3. switching from a lecture-based teaching style to a more constructivist approach, and encourage students to build knowledge on their own while pursuing a game-like activity; 4. better interaction with lecturers in subject-based teaching. The test instruction was adopted from a library project at St. Cloud State University. The process of collaboration with campus faculty, during the test instruction presented viable opportunity to introduce paperless pedagogy and gaming, as a legitimate pedagogical practice across disciplines on campus.
1. "GREENING" INFORMATION
LITERACY THROUGH GAMES
GERGANA MARTINOVA, MLIS,
RADOSTINA TODOROVA, MLIS,
PLAMEN MILTENOFF, MLIS, PH.D.
Presented at the Western Balkan Information
Literacy Conference on Friday, June 10, 2016
http://www.slideshare.net/aidemoreto/greening-information-literacy-through-games
Short link: http://scsu.mn/1XkOdw9
2. • WHO WE ARE
• WHY GREEN
INFORMATION LITERACY
• WHY BY GAMES
AND GAMIFICATION
3.
4. WHO ARE WE
• GERGANA MARTINOVA, MLIS,
NEW BULGARIAN UNIVERSITY, SOFIA, BULGARIA
GMARTINOVA@NBU.BG
• RADOSTINA TODOROVA, MLIS,
NEW BULGARIAN UNIVERSITY, SOFIA, BULGARIA
• PLAMEN MILTENOFF, MLIS, PH.D.,
ST CLOUD STATE UNIVERSITY, ST. CLOUD, USA
HTTP://WEB.STCLOUDSTATE.EDU/PMILTENOFF/FACULTY/
5. •PRINT VERSUS BYOD (BYOX)
• GREENING :
LIBRARY COLLECTIONS
LIBRARY PROCESSES
LIBRARY SERVICES
“GREEN” INFORMATION LITERACY
For more and detailed information, please consider our paper:
https://www.academia.edu/s/358a5186fc
https://www.researchgate.net/publication/303876227_GREENING_INFORMATION_LITERACY_THROUGH
6. GAME-BASED LEARNING AND LIBRARIES
• GAMES AND GAMIFICATION
• WHAT IS THE DIFFERENCE
• PLAY, GAMES, SERIOUS GAMES
• GAMIFICATION
• GAMING AND GAMIFICATION
IN THE LIBRARY
Please use Skype chat window to backchannel during the presentation
Please feel strongly encouraged to login into the Slideshare presentation:http://scsu.mn/1XkOdw9Once in the Slideshare presentation you will be able to access all auxiliary materials through the hyperlinks in the presentation as well as to leave your feedback and lead the backchannel discussion from there
The plan for today is literally to get your feet wet, since 15 min is awfully short amount of time to present an entire concept. Therefore, we will introduce ourselves, define the “green library” effort and explain how games and gamification connects to it
Most of us try to lead an environmentally friendly life.
We recycle and observe societal rules to preserve nature
However, we still have a long way to go, both in our personal life and in our institutional life, before reach an effective environmental thinking.
Lets start with who we are
We are three librarians from two different universities on two different continents. Please have our contact information and please do not hesitate to use it. We are working together for more than 10 years, exchanging information and ideas and recently exchanging practices.
The new Bulgarian university strive to reduce paper waste and observe environmental policies; green librarybesides collections, the librarians are contemplating how to also streamline library services to increase the impact of the green library.
For more detailed information, please consider the two links on the bottom of this slide, which can lead you to our paper
Games are expensive and still in the future of educational practices. Gamification, though, is a way to use existing resources and harness the enthusiasm, which accompanies games. Please look up our paper for detailed distinction and definitions of games and gamification
The academic library, as the educational institution, needs to orient itself toward converting its services into engaging practices. Games and gamification methods can be a significant part of such conversion
Our two institutions worked and modified a pre-existing gamification template from a Chicago library, which was allowing a gamified library orientation
We are most willing to share the template with any of you, who would like to adopt the project. we will not go into details today, but you click on the image and explore the project in details
Based on the game, we collected results from each of the universities, since the templates allow harvesting of information from the students, who are playing the game. please have an data excerpt, which shows (25) students respondents opinion about a librarian’s help/ services
The next data excerpt visualizes students, who played the game, and their satisfaction with librarians’ services again, more details can be obtained from our paper, as well as questions and suggestions can be shared with us through contact information and resources on the next slide