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Innovative information literacy___learning_the_good_

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Information Literacy and Learning

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Innovative information literacy___learning_the_good_

  1. 1. Innovative Information Literacy & Learning : The Good, The Bad and The Not So Ugly Marianne E. Giltrud, MSLS May 7, 2013
  2. 2. Innovative Information Literacy & Learning in a Hyper Connected Digital World • What are the challenges and opportunities involved in teaching college students to become information literate?
  3. 3. Information Literacy Defined • What is Information Literacy and Why is it important? • Ability to define, locate, evaluate, access and use information to solve a problem. • Association of American Colleges and Universities, AACU and Association of College and Research Libraries, ACRL set standards.
  4. 4. Project Information Literacy 5 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 and Frustrating • 66 % say defining the topic is hard. • Negotiating the question..
  6. 6. Project Information Literacy Take Away #2 • Students utilize a small landscape for finding sources. • 80% won't 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 information problems in the workplace
  10. 10. Make Lemons into Lemonade Challenges • “Earbud, Digital Device Mania.. All Media All the Time Generation" • Face Down Perspective • Multi-taskers with divided attention • Hard to get and keep their attention • Hive Mind and Flash Mob Opportunities • Leverage their dynamic and cluttered digital world to advance their knowledge. • Use Social Networks to promote information literacy learning, services, and reach students in their digital digs. • Ground innovative pedagogy, self directed learning, authoritative resources, and services in educational technology. • Create innovative, dynamic learning objects, webinars, polls, tutorials and games framed in learning objectives.
  11. 11. Innovative Information Literacy & Learning in a Hyper Connected Digital World • In addition to face-to face instruction sessions, what emerging technologies and techniques would you use to advance student’s knowledge and use of library services?
  12. 12. What’s on the Horizon…..Potential Opportunities • NMC (New Media Consortium) Horizon Report 2013 Higher Ed • Decade Long Study following students use of technology • Near, short and far term adoption horizons
  13. 13. Near Term Massive Open Online Courses MOOC's • UMD Five Course Initiative • Hand held device explosion • Tablet devices small, light easy to use • Many universities have proprietary software or best practices
  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 Online PRIMO • Welcome to the Library Comic • How to use a database • Directory of Online Tutorials from San Jose State Univ.
  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 learning outcomes
  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 learning N. Pagowsky • ACRL Tech Connect 1/28/13 • Digital badges show students' skills along with degree • Purdue’s Introduction
  20. 20. Bring it on! The Digital Literacy Manifesto • Mobile and Handheld technology- • Blackboard apps • Proprietary Databases • Maker Movement • Raspberry Pi

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