Gaming magazines such as Playstation, Games for Windows and PSM Gaming magazines such as Playstation, Games for Windows and PSM Gaming magazines such as Playstation, Games for Windows and PSM Gaming magazines such as Playstation, Games for Windows and PSM Gaming magazines such as Playstation, Games for Windows and PSM
Are there Gender Differences in Young Adult Information Seeking? Reference Question #1 In my observations, teen girls are more willing to use an index, or jot down possible titles or subject headings and then go get the material. It seems guys want the quickest and easiest route to the information. Welch 2007, p.180
Young people read, seek, use, transfer and interpret information well beyond the boundaries of life’s “concerns”... Not all of their literacies help solve “problems” or make a serious decision. In other words, they also seek joy. Anthony Bernier from Chelton & Cool, 2007, p.xx
In the past we offered numerous programs, and the turnout was usually zero to two or three kids…This past summer we started a teen council, ... and we have about eight members. They have now started to decide what kind of programs they want. Our first program was origami, and we had thirty to forty kids out. Bishop & Bauer, 2002
Successful Teen Programs Patrick Jones- www.connectingYA.com
Mother/daughter or Father/son book club
Poetry and short story contests
Teen Art Show
Teen suggestion box
Teen Library “zine”
Poster Design Contest
PSAT Night with teacher from Kaplan
Successful Teen Programs (2) Patrick Jones- www.connectingYA.com
Battle of the Bands (held outside)
Pizza and Games/Movie Night -after hours
Buddy Programs reading to young children or seniors in nursing homes
A short survey can be an effective method of determining your YA libraries’ needs. Mikowski, 2003
A focus group or advisory panel consisting of teens can enlighten staff to teens library needs. Walter & Meyers, 2003, p. 111
Teen programs should include “outcome targets”, or objectives for evaluating a programs level of success. These should include more than just quantitative data and may involve talking to patrons! Walter & Meyers, 2003 p. 91
Reference Question #3 Is Gaming a Good Option for Young Adult Libraries?
The primary goal of a library’s YA space
is to provide information to teens, in whatever form it is packaged. By overlooking games, librarians ignore a huge segment of the teen population. Wilson, 2005
Gamers consistently outperform non-gamers in tests of attention span and information-processing time. After 1 week of gaming, non-gamers scores on standard visual tests improved. Johnson 2007
The Federation of American Scientists (FAS) endorsed video games as a potential means for teaching “higher-order thinking skills, such as strategic thinking, interpretive analysis, problem solving, plan formulation and execution, and adaptation to rapid change.” Johnson 2007
Laparoscopic surgeons who played games for more than 3 hours a week made 37% fewer errors than their non-gaming peers, thanks to improved hand-eye coordination and depth perception. Johnson 2007
Scordato (2008) states,” The first thing to recognize about American video game culture is that it's not a niche consumer group and hasn't been for a very long time.”
Gaming appeals to more than just teens: 76% of American heads of households play computer and video games. The average age of a game player is 33 and has been playing for an average of 12 years. Scordato, 2008
Sanford (2008) highly recommends the placement of video games in public and school libraries, believing libraries have the perfect structure to support this new complex, non-linear and fast-paced type of learning. Sanford applauds the idea of the “new library” that recognizes the strong connections between “learning” and “play.”
Agosto, D.E., Paone, K.L. & Ipoock, G.S. (2007) The Female-Friendly Public Library: Gender Differences in Adolescents' Uses and Perceptions of U.S. Public Libraries. Library Trends. (56)2, 387-401.
Bishop, K. & Bauer, P (2002). Attracting Young Adults to Public Libraries: Frances Henne YALSA/VOYA Research Grant Results. Journal of Youth Services in Libraries. (15)2, 36-44.
Chelton, M.K. & Cool, C. (2007). Youth Information Seeking Behavior II. Lanham, Maryland, Scarecrow Press.
Johnson, S. & Schlesinger, V. (2007) This is your Brain on Video Games. Discover . Retrieved from http://discovermagazine.com/2007/brain/video-games/article_view?b_start:int=1&-C=
Jones, P. (2008) Patrick Jones, Presentations. Retrieved July 5, 2009 from http://www.connectingya.com/presentations.html
Machado, J., Lentz, B,. Wallace, R., & Honig-Bear, S. (2000). A Survey of Best Practices in Youth Services around the Country: A View from One Library. . Journal of Youth Services in Libraries. (13)2, 30-35.
McQueen, M. (2009) Getting Boys to Read. Retrieved July 3, 2009 from http://www.gettingboystoread.com/