Innovative information literacy & learning the good


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Digital Information Literacy. Maker Movement.

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Innovative information literacy & learning the good

  1. 1. Innovative Information Literacy &Learning : The Good, The Bad andThe Not So UglyMarianne E. Giltrud, MSLSMay 7, 2013
  2. 2. Innovative Information Literacy & Learningin a Hyper Connected Digital World• What are the challenges and opportunitiesinvolved in teaching college students tobecome information literate?
  3. 3. Information Literacy Defined• What is Information Literacy and Why is itimportant?• Ability to define, locate, evaluate, accessand use information to solve a problem.• Association of American Colleges andUniversities, AACU and Associationof College and Research Libraries,ACRL set standards.
  4. 4. Project Information Literacy5 Take Always• What can we learn about how college students seek information?• Research is difficult and frustrating.• 66 % say defining the topic is hard• Students utilize a small landscape for finding sources.• 80% Don’t ask for librarian’s help• 82% Use Wikipedia for background information• Risk Averse in creating a strategy• Tried and true approach• Library as a Refuse• Quiet study• Day after Graduation• Unprepared to solve information problems in work place
  5. 5. Project Information Literacy Take Away #1• Research is Difficult andFrustrating• 66 % say defining the topic is hard.• Negotiating the question..
  6. 6. Project Information Literacy Take Away #2• Students utilize a smalllandscape for finding sources.• 80% wont Ask a Librarian• 82% use Wikipedia• Think Satisficing• Think Top Five Response Best
  7. 7. Project Information Literacy Take Away #3• Efficiency and Predictability• Students are Risk Averse• They use a Tried and True Approach• College Readiness• Impact of Games on Learning Abilities• Don’t know that they don’t know
  8. 8. Project Information Literacy Take Away #4• Library as a Place• Refuge for Study• Focused attention• UnPlug to learn
  9. 9. Project Information Literacy Take Away #5• Day after Graduation• Unprepared to solve informationproblems in the workplace
  10. 10. Make Lemons into LemonadeChallenges• “Earbud, Digital Device Mania..All Media All the TimeGeneration"• Face Down Perspective• Multi-taskers with dividedattention• Hard to get and keep theirattention• Hive Mind and Flash MobOpportunities• Leverage their dynamic andcluttered digital world to advancetheir knowledge.• Use Social Networks to promoteinformation literacy learning, services,and reach students in their digital digs.• Ground innovative pedagogy, selfdirected learning, authoritativeresources, and services ineducational technology.• Create innovative, dynamiclearning objects, webinars, polls,tutorials and games framed inlearning objectives.
  11. 11. Innovative Information Literacy & Learningin a Hyper Connected Digital World• In addition to face-to face instruction sessions,what emerging technologies and techniqueswould you use to advance student’s knowledgeand use of library services?
  12. 12. What’s on the Horizon…..PotentialOpportunities• NMC (New Media Consortium) Horizon Report2013 Higher Ed• Decade Long Study following students use oftechnology• Near, short and far term adoption horizons
  13. 13. Near TermMassive Open Online Courses MOOCs• UMD Five Course Initiative• Hand held device explosion• Tablet devices small, light easy to use• Many universities have proprietary software or bestpractices
  14. 14. Near Term Applications• Synchronous and Asynchronous learning• Synchronous- Real Time Same Time Same Space• Asynchronous- Think When You Are Where You Are• Devices in your Palm• Emerging Technologies• Most can be done Sync and Async• Web conferencing software• Lecture capture software• Polling, Break Out Groups
  15. 15. There’s An App For That• Mobile Apps• Apple IPad or Google Play on Android Market• Blackboard• Proprietary databases• Mobile App Design for Library• Instagram to Crowd Source the Library, Services,Sources• Use Social Networks• Drive content to the library, resources, services,Lib Guides, Ask a Librarian, etc.• Education Apps Evernote
  16. 16. Online Tutorials• Peer Reviewed Instruction Materials OnlinePRIMO• Welcome to the Library Comic• How to use a database• Directory of Online Tutorials from San Jose StateUniv.
  17. 17. Mid Term Two to Three Years• Games and Gamification• Games Enhance Learning• Integrates Right/Left Brain-Visual/Auditory• Gamification adds• Badges, Awards, Level Up, Challenges• Learning Analytics• Learning Management Systems-BlackBoard• Used to inform pedagogy and learningoutcomes
  18. 18. Far Term Four to Five Years• 3 D Printing Maker Bot• Maker Culture• Science and Engineering• 3 D molecules,desgins, chemical bonds• Wearable technology• Augmented Reality
  19. 19. Purdue’s Gamification• Motivation driven learningN. Pagowsky• ACRL Tech Connect1/28/13• Digital badges showstudents skills along withdegree• Purdue’s Introduction
  20. 20. Bring it on! The DigitalLiteracy Manifesto• Mobile and Handheldtechnology-• Blackboard apps• Proprietary Databases• Maker Movement• Raspberry Pi