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School Librarian Communication Through Social Media


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Presentation at TLA 2010 for school librarians

Presentation at TLA 2010 for school librarians

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  • 1. Kaye Bray, PhD, Texas Woman’s University
    Valerie Hill, MLS, Lewisville ISD
    April 14, 2010
    School Librarian Communication through Social Media
  • 2. Current “Buzzwords”
    Media Literacy –
    the process of analyzing, evaluating and creating messages in a wide varietyof media modes, genres and forms.
    Transliteracy –
    the ability to read, write and interact across a range of platforms, tools and media from signing and orality through handwriting, print, TV, radio and film, to digital social networks.
    Virtual Reality –a computer-simulated environment, whether that environment is a simulation of the real world or an imaginary world.
    Augmented Reality –
    a term for a live direct or indirect view of a physical real-world environment whose elements are merged with (or augmented by) virtual computer-generated imagery- creating a mixed reality.-Wikipedia
  • 3. Changing role of libraries
    From a treasure box
    To a bridge across a sea of chaos
  • 4. The changingHierarchy of Information
    Top Down: Information produced
    by authors and experts.
    Bottom Up: Information produced
    by anyone and everyone.
  • 5. The Tech Tools list keeps growing!
  • 6. Blogging Librarians
    Joyce Valenza
    Naomi Bates
    Valibrarian @
    Jenny Levine
  • 7. Collaborating through Wikis
  • 8. Podcasting & Sharing Media
    Identify purpose first-
    Then choose the tool.
  • 10. Social Network Sites
    Matching the Tool with the Purpose
  • 11. A wave of apps…..
  • 12. Immersive Learning in Virtual Worlds
  • 13. Do you have an avatar?
  • 14. Award Winning Photo
    Knowclue Kidd
  • 15. Brief History of Origin
    3D Virtual Worlds have evolved out of…
    MUD’s- Multi-User Dungeon or Dimension (early online gaming term)
    MOO’s- MUD Object Oriented (a type of MUD which includes gaming and distance education)
  • 16. KZERO: Report on Virtual Worlds
  • 17.
  • 18. Registered VW Accounts by AGE
  • 19.
  • 20. Habbo Hotel 148 Million registered users Fall 2009 (age 13+)
  • 21. Virtual Worlds for Children
  • 26. Virtual Worlds for Education
  • 27. Whyville:a VW for Preteens 9-16
  • 28. Why Second Life?
    Educational Groups
    Field of Medicine & Health
    Art & Dance
    (for ages 18+)
  • 29. Academic Examples
    University of Texas
    Texas Woman’s University
    University of Washington
    University of Illinois at Urbana Champaign
  • 30. Educational Groups in SL
    American Library Association
    Texas Library Association
    Texas Woman’s University
    University of Washington
  • 31. Benefits
    Cost effective
    Creative & Imaginative
    Unique for each user
    Not limited by distance
  • 32. What are librarians and teachers doing?
    Historical Simulation (Jamestown)
    Science Projects (Tsunami or Space Flight)
    Interaction on Smart or Promethean
    Media Literacy & Transliteracy
    Virtual Reality & Augmented Reality
  • 33. Immersive Learning Environments
    The Land of Lincoln
    The Alamo
  • 34. SL K-12 Now! Group
  • 35. View a machinima
    Teachers exploring new tools (K12inSL NOW!)
    Virtual panel discussion (Innovation in Education)
    ISTE Island (Educators in a “Digital Nation”)
    Educators discussing open source virtual worlds (Gridhoppers: Educators in Reaction Grid)
  • 36. Research in Immersive Learning (Zheng, 2006)
  • 37. Mixed Methods Study(Jarmon et. al, 2009)
    Results of this mixed methods study overall show that students found learning in Second Life to be challenging, rewarding and a “serious learning tool.”
  • 38. Experimental Study (Taoubit Boland, 2009)
    Students anxiety levels were gauged before and
    after learning sessions. Findings concluded that
    virtual world learners can learn not only collaboratively, but individually.
  • 39. TWU Creative Arts & Research Symposium
    Collaboration Among VW Librarians
    (Hill, 2008)
    Which best describes your experience as a virtual librarian?
  • 40. TWU Creative Arts & Research Symposium
    Factors Contributing to Adoption of VW
    (Hill, 2009)
    I believe virtual worlds will provide new modes of communication and information delivery in the future.
  • 41. TWU in Second Life
    TWU Creative Arts & Research Symposium 2010
    April 20-21, 2010 on TWU Island
    Panel: Virtual World Libraries & Librarians
    5pm-6pm on TWU School of Library & Info Studies
    Island in Second Life
  • 42. Limitations to using Second Life
    Graphics Cards & Compatibility
    Student Privacy & Safety
    High “learning curve”
    Propriety software
  • 43. Where are we heading?
    Exploring virtual worlds
    Researching best practices
    Understanding impact on learning
    Implementing open-source software
  • 44. Games are now able to draw players in and deliver rich stories that evoke real
    emotions comparable to those evoked by any book or movie.
  • 45. Reaction Grid
  • 46. Lessons in 3D
  • 47. Where will this lead?
    Some argue that education should return to the “good old days” …
    …return to the 3 R’s…
    ….go back to the basics….
  • 48. Has the next generation already moved on?
    Identify purpose first-
    Then choose the tool.
  • 50. Librarians have always understood…
    Meaning takes precedence over form.
    Just because you can make an animated gif file
    ………doesn’t mean you should!
  • 51. References
    Hill, Valerie, and Hyuk-Jin Lee. (2009). Libraries and immersive learning environments unite in second life. Library Hi Tech 27, (3): 338-56.
    Jarmon, Leslie, Tomoko Traphagan, Michael Mayrath, and Avani Trivedi. 2009. Virtual world teaching, experiential learning, and assessment: An interdisciplinary communication course in second life. Computers & Education 53, (1) (8): 169-82.
    Mastel, Kristen, and Dave Huston. 2009. Using video games to teach game design: A gaming collection for libraries. Computers in Libraries 29, (3) (03/01): 41-4.
    Taouabit Boland, I..2009.  Efficacy of the 3D Multi-User Virtual Environment (MUVE) Second Life for learning in cognitive constructivist and social constructivist activities. Ph.D. diss., Capella University.
    Zheng, Dongping. 2006 Affordances of three-dimensional virtual environments for English language learning: An ecological psychological analysis. Ph.D. diss., University of Connecticut.