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
Express more positive views of libraries success in meeting their information needs Agosto, 2007
Like narrative fiction better than non-fiction
Are more patient with the research process
Welch 2007, p.180
Take responsibility for gathering sex and
reproductive health information
Use less “hits per minute” than men in web
searching, tend to read more webpage content
Roy, Taylor & Chi, 2003
Young Men and Women use the Library differently
They have different methods of seeking information and different preferences
They have different feelings about asking for assistance
They desire different reading materials
They have different “life concerns”
They have different attitudes about the library environment and are often treated differently
Reference Question #2
How Can You Engage Young
Adults in The Library?
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
Attracting Teens to the Library
Teens want to find multiple copies of popular books in good condition
Teens prefer a bookstore atmosphere- welcoming spaces, not morgues!
Teens want volunteer opportunities
Teens want access to technology and training
Teens do not think libraries are cool, but are willing to help them change
The attitudes of library staff do influence the attraction of young adults to public libraries. Bishop & Bauer 2002
Attracting Boys to the Library Mike McQueen http://www.guysread.com
Provide comfortable seats
Make it look cool
Provide materials that boys like
Start library programs boys like (Free Pancakes!) Mike McQueen, 2009
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
Henna Tattoo -Crafts
Teen Coffee House- one night per week
Games Night-board and video
Teen Programs Best Practice
Get E-mail addresses of any teen who attends teen program
Develop programs with other teen-serving agencies: Juvenile Detention Center, programs for teen
mothers, or GED/ESL classes
Film teen library “spots” (in cooperation with local
cable access channel)
Partner with local Parks and Recreation for mutual
Send library card applications to local school media centers, mail cards to students
Allow teens to manage teen or children’s programs
Evaluating your Young Adult Library
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
Gaming and Learning
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
Gaming in The Library
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.”
Where Gaming Meets Literature
Manga titles such as Hack and Kingdom Hearts are a good fit due to some online gaming crossover.
Online Role Playing and video games are the subjects of Gloria Skurzynski’s Virtual War Chronologs, Conor Kostick’s Epic and Rune Michaels’ Genesis Alpha
Novelizations of popular video games such as the Halo series, Doom and Resident Evil are still popular
Popular Gaming magazines such as Playstation, Games for Windows and PSM
Reference Question #4 What are the Best Readers Advisories for Young Adult Libraries?
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/
Meyers, E. E. (1999). The Coolness Factor: Ten Libraries Listen to Youth. American Libraries , (30)10, 42-45.
Mikowski, L. (2003). OLA. (9)3, 16-17.
Roy, M., Taylor, R,. Chi, M, T,H. (2003) Searching for Information Online and Offline: Gender Differences among Middle School Students. Journal of Educational Computing Research (29)2 229-252.
Sanford, K, & Madill, L (2007) Understanding the power of new literacies through video game play and design. Canadian Journal of Education . (30)2: 432(24).
Sanford, K. (2008) Videogames in the Library? What Is the World Coming To? School Libraries Worldwide (14)2, 83-88.
Scordato, J. (2008) Gaming as a Library Service. Public Libraries. (47)1 67-73.
Walter, V.A. & Meyers, E.E. (2003). Teens and Libraries: Getting it Right . Chicago, American Library Association.
Weisel, H. (2003). YA Resources 101. OLA (9)3 18-24.
Welch, R.J. (2007). The Guy Friendly YA Library. Westport, CT: Libraries Unlimited.
Welch, R.J. (2008). From Platforms to Books? I’m Game. Young Adult Library Services (6)2, 30-31.
Wilson, H,. (2005) Gaming for Librarians: An Introduction. Voice of Youth Advocates. (27)6, 446-449.