http://summonil2013.wordpress.com/
hashtag: #summonil
J. Adam Edwards from Middlesex University talks about how he uses Summon with students during this presentation. These slides are from the 2nd UK Information Literacy & Summon Day (SummonIL2013) which was held at Manchester Metropolitan University (MMU) on 25th July 2013.
Workshop for visiting Albanian Librarians June 2013EISLibrarian
The document discusses using games in library workshops to enhance information literacy sessions. It proposes moving from simply presenting information to students to encouraging students to search, analyze, evaluate, synthesize and select information. Several challenges with traditional teaching methods are outlined such as being too generic, didactic and uninspiring. The document advocates using games that are fun, quick and simple as they encourage learning by doing. A framework is presented for developing game activities and rolling them out which has led to improved student attendance and marks.
The document outlines the schedule and activities for a subject forum workshop on information literacy. The workshop will include sessions on having participant input, designing effective workshops, using games to teach topics, and creating games. Participants will break into groups to design games on specific information literacy topics and then present their games. The document provides guidance and considerations for the game design portion of the workshop.
This document discusses enhancing the quality and impact of library workshops through gamification. It notes that traditional workshops can be didactic, uninspiring and lead to inconsistent learning outcomes. The document advocates using games and active learning techniques to make workshops more fun, engaging and impactful. Evaluation data showed students who attended gamified workshops received higher marks than those who did not attend. The document concludes that changes to incorporate more gaming and interaction have improved teaching and learning in workshops.
This document outlines an agenda for a workshop on information literacy skills. The workshop includes sessions on what makes a bad workshop, the importance of collaboration, inspiration and impact. It discusses common issues with library workshops such as being disconnected from curriculum, inconsistent provision and relying too heavily on didactic teaching methods. The document promotes moving beyond just transmitting information to students and focusing more on skills like searching, analyzing and evaluating. It provides examples of interactive activities and games that can be used to enhance information literacy sessions.
The document discusses using games and gamification to teach information literacy skills. It provides inspiration from studies on active learning and gamification. Effective games for information literacy should be fun, quick, simple, and have a clear objective. Examples of games described include shelf checking activities and keyword games. The document concludes by sharing contact information for the authors and links to additional resources on games for libraries.
NHS London Libraries Games and Info Lit w'shop Sept '14EISLibrarian
This document outlines an agenda for a workshop on information literacy skills. The workshop will cover topics such as what makes a bad workshop, library workshops and their impact, and creating games to enhance learning. It includes presentations, activities and discussions around improving the quality and effectiveness of library workshops through collaboration between librarians and teaching staff. Participants will brainstorm game ideas, develop a game, and give short presentations to share their creations. The goal is to move from simply providing information in workshops to fostering searching, analysis and evaluation skills in learners.
This document discusses using games and interactive activities to teach information literacy skills to students. It notes that traditional library workshops have been didactic and uninspiring. The document proposes moving away from fact-based learning and focusing on skills like searching, analyzing, evaluating, and synthesizing information. It provides examples of games and activities libraries could use, such as reference evaluation games and scavenger hunts to teach organization of library resources. The goal is to make information literacy lessons more engaging, relevant and skill-based through learning by doing activities.
This is Emily's presentation from the "Stepping Joyfully Beyond the Textbook" presentation at ACL 2013. How does practomime work? How does "practical mimesis" relate to role-playing? How does it work in a classroom?
Workshop for visiting Albanian Librarians June 2013EISLibrarian
The document discusses using games in library workshops to enhance information literacy sessions. It proposes moving from simply presenting information to students to encouraging students to search, analyze, evaluate, synthesize and select information. Several challenges with traditional teaching methods are outlined such as being too generic, didactic and uninspiring. The document advocates using games that are fun, quick and simple as they encourage learning by doing. A framework is presented for developing game activities and rolling them out which has led to improved student attendance and marks.
The document outlines the schedule and activities for a subject forum workshop on information literacy. The workshop will include sessions on having participant input, designing effective workshops, using games to teach topics, and creating games. Participants will break into groups to design games on specific information literacy topics and then present their games. The document provides guidance and considerations for the game design portion of the workshop.
This document discusses enhancing the quality and impact of library workshops through gamification. It notes that traditional workshops can be didactic, uninspiring and lead to inconsistent learning outcomes. The document advocates using games and active learning techniques to make workshops more fun, engaging and impactful. Evaluation data showed students who attended gamified workshops received higher marks than those who did not attend. The document concludes that changes to incorporate more gaming and interaction have improved teaching and learning in workshops.
This document outlines an agenda for a workshop on information literacy skills. The workshop includes sessions on what makes a bad workshop, the importance of collaboration, inspiration and impact. It discusses common issues with library workshops such as being disconnected from curriculum, inconsistent provision and relying too heavily on didactic teaching methods. The document promotes moving beyond just transmitting information to students and focusing more on skills like searching, analyzing and evaluating. It provides examples of interactive activities and games that can be used to enhance information literacy sessions.
The document discusses using games and gamification to teach information literacy skills. It provides inspiration from studies on active learning and gamification. Effective games for information literacy should be fun, quick, simple, and have a clear objective. Examples of games described include shelf checking activities and keyword games. The document concludes by sharing contact information for the authors and links to additional resources on games for libraries.
NHS London Libraries Games and Info Lit w'shop Sept '14EISLibrarian
This document outlines an agenda for a workshop on information literacy skills. The workshop will cover topics such as what makes a bad workshop, library workshops and their impact, and creating games to enhance learning. It includes presentations, activities and discussions around improving the quality and effectiveness of library workshops through collaboration between librarians and teaching staff. Participants will brainstorm game ideas, develop a game, and give short presentations to share their creations. The goal is to move from simply providing information in workshops to fostering searching, analysis and evaluation skills in learners.
This document discusses using games and interactive activities to teach information literacy skills to students. It notes that traditional library workshops have been didactic and uninspiring. The document proposes moving away from fact-based learning and focusing on skills like searching, analyzing, evaluating, and synthesizing information. It provides examples of games and activities libraries could use, such as reference evaluation games and scavenger hunts to teach organization of library resources. The goal is to make information literacy lessons more engaging, relevant and skill-based through learning by doing activities.
This is Emily's presentation from the "Stepping Joyfully Beyond the Textbook" presentation at ACL 2013. How does practomime work? How does "practical mimesis" relate to role-playing? How does it work in a classroom?
Educators as Game Designers Workshop - 3Bernard Bull
The document discusses embracing the role of game designer and provides guidance on designing educational games. It defines key elements of games, such as goals, rules, feedback, and voluntary participation. Tips are provided for game design, such as starting small and involving students. A process for 15-minute game design is outlined that includes defining the learning goal, story, game goal, rules, and feedback system. Principles of educational simulations are presented, such as having a theme, clear goal, challenges, and providing frequent feedback. Questions are provided to guide the design of an educational simulation or scavenger hunt. The importance of play and its role in learning and development is emphasized through a Benjamin Franklin quote.
Educators as Game Designers Workshop - 1Bernard Bull
This document discusses how educators can design games for learning. It begins by defining what makes something a game, noting they usually have goals, rules, feedback, and voluntary participation. It then discusses four categories of games and learning: games in education, repurposing non-educational games, gameful learning which takes inspiration from good games, and game-based learning which designs games for specific learning goals. The document emphasizes how games keep people engaged through constant feedback, challenges at an appropriate level, collaboration, and flow. It suggests educators can apply these principles when creating their own educational simulations.
Adam Edwards JIBS User Group Resource Discovery event February 2013sherif user group
Summon@Middlesex: the Good, the Bad and the Irritating by Adam Edwards, (Middlesex University). Presentation at New Dawn: the Changing Resource Discovery Landscape - JIBS Event and AGM, Monday 25th February 2013 Brunei Gallery at SOAS (School of Oriental and African Studies), London. Find out more about resource discovery at the HELibTech website: http://helibtech.com/Discovery
The document discusses developing a teaching identity among librarians. It argues that cultivating a teaching identity can combat burnout, improve classroom effectiveness, and facilitate collaboration. Some obstacles to developing a teaching identity include lack of time, reluctance to learn from others, and lack of support. The document provides suggestions for how librarians can cultivate a teaching identity, such as forming teaching-focused communities, conducting peer observations, developing teaching philosophies, and engaging in reflective practices. The goal of this work is to increase librarians' confidence, improve teaching, and foster stronger teaching communities.
This document discusses using computer games for learning. It notes that many young people play computer games and they can engage and motivate learners. Games can support different learning styles and build skills in a fun environment. The document describes two specific games-based learning programs: one uses the Neverwinter Nights game engine for literacy and numeracy skills, while Adventure Author allows learners to design and write their own computer games. Positives of games-based learning include engagement, retention, and being learner-centered, while challenges include resources for training and development.
This document contains instructions and information for an enterprise class. It outlines assignments that must be completed by the end of the week, including finishing a documentary worksheet, creating a poster, selecting an important problem and writing about it. Students must also reflect on previous classes. Next week they will create a poster about the documentary in teams for an exhibition. The document provides links to research the biggest problems in the world and priorities problems. It includes instructions for an interview guide and research on the selected problem. Students are reminded to submit all assignments on Edmodo by the deadlines.
This document provides information about a teacher's classroom. It includes sections on activities, the teacher's background, the importance of reading, math resources, blogging, classroom management strategies, homework policies, and ways for parents to stay connected including Remind, email, and the teacher's class blog. The teacher's goal is to promote independent reading and build students' intrinsic motivation to read outside of school.
This is an activity I use to trigger discussion. I use these photos with an interesting perspective to make students guess and talk about what they see.
You can make your own suggestions (as to what they are) in the comments.
If you need the answers, please contact me!! Looking forward to hearing from you.
A snapshot of the effect that a trial implementation of Summon had on my 'How To Find Things on Your Reading List' class at Cambridge University Library.
The document discusses key concepts and terminology related to English language methodology. It provides tasks for students to analyze differences between first and second language learning, define English language methodology, and discusses approaches, methods, techniques, and curriculum. The tasks are meant to help students understand methodology as it relates to how people learn languages, pedagogical practices, and classroom instruction.
Presentation given at the Office of Catholic Schools Professional Development Convention by the Tech Team from St. Juliana School, Chicago, Illinois. This convention was held on Feb. 22, 2010 at Loyola Academy.
http://tinyurl.com/classroominsights
- Teachers love classroom jeopardy that meets your test prep needs. Creating your own games is fast and easy. It's the fun, exciting and effective way for your students to review what you teach.
Game-based learning can be a motivating approach for 21st century schools. Games can help students develop skills, increase knowledge, and foster creativity. Some advantages of games in teaching include increased motivation, engagement in the learning process, and benefits for students with special needs. However, integrating games can be difficult for teachers and require sufficient devices. Various tools exist for teachers to create quizzes and evaluate students' competencies and skills through games. Games can also be used to assess students when played individually or with partners, such as through Kahoot or Google Forms. Students may further develop skills by creating their own learning games and materials to share.
1) The teacher used a PowerPoint presentation on the Smart Board to engage students in learning about key events of WWII and children who made contributions, showing pictures and videos.
2) Students helped present on the lives of three children from WWII to make personal connections.
3) A YouTube video about Hitler's Youth captivated students and helped them experience the era in a new way.
The document discusses the benefits of exercise for mental health. Regular physical activity can help reduce anxiety and depression and improve mood and cognitive function. Exercise causes chemical changes in the brain that may help protect against mental illness and improve symptoms.
The document provides tips for creating effective PowerPoint presentations. Key points include keeping text concise, limiting one concept per slide, and using animations, multimedia, and interactive elements sparingly. PowerPoint should enhance ideas rather than be the focus. Handouts are recommended for student notes. The document also provides examples of how to structure lessons and engage students using PowerPoint.
This document contains questions and potential answers for a CSI Jeopardy game assessing different aspects of a child's well-being across several categories (A-E). Each question is assigned a point value (100-500) and the potential answers are ranked as "Very Bad", "Bad", "Fair", or "Good" depending on how positively or negatively they assess the child's situation.
Round ??
Divakar seeks to identify the tagline of Brookefields Mall - "Seek. Find. Enjoy". He is then asked to identify the theme music of the famous video game Super Mario. Finally, he is asked to identify the broadcaster Doordarshan from being provided the initial "D".
This document contains a Jeopardy-style game about literary terms organized into categories such as "Big Words", "Rhyme Time", "Word Plays", and "Poetic Types". Each category contains questions ranging from $100 to $500 about terms such as onomatopoeia, alliteration, personification, free verse, and ballads. The final jeopardy question asks about oxymorons. Directions are provided at the top for viewing the game as an online presentation.
The document provides information about tasks in language teaching. It defines tasks as activities that require students to use language to achieve an outcome or solve a problem. This contrasts with a focus on language structures alone. Effective tasks have real-world relevance, create contexts for language use, and allow teachers to observe student communication. A task-based approach makes tasks central to the learning process rather than merely exercises.
The document provides an outline for a qualitative study on teachers' use of grammatical terminology in second language classrooms. It will involve fieldwork observing lessons and interviewing teachers at English language schools in Malta. The study aims to describe teachers' practices in using terminology and understand their motivations. It discusses arguments for and against terminology use and how learner variables may influence terminology selection. Four sample classroom episodes are presented that illustrate terminology use between teachers and students.
Educators as Game Designers Workshop - 3Bernard Bull
The document discusses embracing the role of game designer and provides guidance on designing educational games. It defines key elements of games, such as goals, rules, feedback, and voluntary participation. Tips are provided for game design, such as starting small and involving students. A process for 15-minute game design is outlined that includes defining the learning goal, story, game goal, rules, and feedback system. Principles of educational simulations are presented, such as having a theme, clear goal, challenges, and providing frequent feedback. Questions are provided to guide the design of an educational simulation or scavenger hunt. The importance of play and its role in learning and development is emphasized through a Benjamin Franklin quote.
Educators as Game Designers Workshop - 1Bernard Bull
This document discusses how educators can design games for learning. It begins by defining what makes something a game, noting they usually have goals, rules, feedback, and voluntary participation. It then discusses four categories of games and learning: games in education, repurposing non-educational games, gameful learning which takes inspiration from good games, and game-based learning which designs games for specific learning goals. The document emphasizes how games keep people engaged through constant feedback, challenges at an appropriate level, collaboration, and flow. It suggests educators can apply these principles when creating their own educational simulations.
Adam Edwards JIBS User Group Resource Discovery event February 2013sherif user group
Summon@Middlesex: the Good, the Bad and the Irritating by Adam Edwards, (Middlesex University). Presentation at New Dawn: the Changing Resource Discovery Landscape - JIBS Event and AGM, Monday 25th February 2013 Brunei Gallery at SOAS (School of Oriental and African Studies), London. Find out more about resource discovery at the HELibTech website: http://helibtech.com/Discovery
The document discusses developing a teaching identity among librarians. It argues that cultivating a teaching identity can combat burnout, improve classroom effectiveness, and facilitate collaboration. Some obstacles to developing a teaching identity include lack of time, reluctance to learn from others, and lack of support. The document provides suggestions for how librarians can cultivate a teaching identity, such as forming teaching-focused communities, conducting peer observations, developing teaching philosophies, and engaging in reflective practices. The goal of this work is to increase librarians' confidence, improve teaching, and foster stronger teaching communities.
This document discusses using computer games for learning. It notes that many young people play computer games and they can engage and motivate learners. Games can support different learning styles and build skills in a fun environment. The document describes two specific games-based learning programs: one uses the Neverwinter Nights game engine for literacy and numeracy skills, while Adventure Author allows learners to design and write their own computer games. Positives of games-based learning include engagement, retention, and being learner-centered, while challenges include resources for training and development.
This document contains instructions and information for an enterprise class. It outlines assignments that must be completed by the end of the week, including finishing a documentary worksheet, creating a poster, selecting an important problem and writing about it. Students must also reflect on previous classes. Next week they will create a poster about the documentary in teams for an exhibition. The document provides links to research the biggest problems in the world and priorities problems. It includes instructions for an interview guide and research on the selected problem. Students are reminded to submit all assignments on Edmodo by the deadlines.
This document provides information about a teacher's classroom. It includes sections on activities, the teacher's background, the importance of reading, math resources, blogging, classroom management strategies, homework policies, and ways for parents to stay connected including Remind, email, and the teacher's class blog. The teacher's goal is to promote independent reading and build students' intrinsic motivation to read outside of school.
This is an activity I use to trigger discussion. I use these photos with an interesting perspective to make students guess and talk about what they see.
You can make your own suggestions (as to what they are) in the comments.
If you need the answers, please contact me!! Looking forward to hearing from you.
A snapshot of the effect that a trial implementation of Summon had on my 'How To Find Things on Your Reading List' class at Cambridge University Library.
The document discusses key concepts and terminology related to English language methodology. It provides tasks for students to analyze differences between first and second language learning, define English language methodology, and discusses approaches, methods, techniques, and curriculum. The tasks are meant to help students understand methodology as it relates to how people learn languages, pedagogical practices, and classroom instruction.
Presentation given at the Office of Catholic Schools Professional Development Convention by the Tech Team from St. Juliana School, Chicago, Illinois. This convention was held on Feb. 22, 2010 at Loyola Academy.
http://tinyurl.com/classroominsights
- Teachers love classroom jeopardy that meets your test prep needs. Creating your own games is fast and easy. It's the fun, exciting and effective way for your students to review what you teach.
Game-based learning can be a motivating approach for 21st century schools. Games can help students develop skills, increase knowledge, and foster creativity. Some advantages of games in teaching include increased motivation, engagement in the learning process, and benefits for students with special needs. However, integrating games can be difficult for teachers and require sufficient devices. Various tools exist for teachers to create quizzes and evaluate students' competencies and skills through games. Games can also be used to assess students when played individually or with partners, such as through Kahoot or Google Forms. Students may further develop skills by creating their own learning games and materials to share.
1) The teacher used a PowerPoint presentation on the Smart Board to engage students in learning about key events of WWII and children who made contributions, showing pictures and videos.
2) Students helped present on the lives of three children from WWII to make personal connections.
3) A YouTube video about Hitler's Youth captivated students and helped them experience the era in a new way.
The document discusses the benefits of exercise for mental health. Regular physical activity can help reduce anxiety and depression and improve mood and cognitive function. Exercise causes chemical changes in the brain that may help protect against mental illness and improve symptoms.
The document provides tips for creating effective PowerPoint presentations. Key points include keeping text concise, limiting one concept per slide, and using animations, multimedia, and interactive elements sparingly. PowerPoint should enhance ideas rather than be the focus. Handouts are recommended for student notes. The document also provides examples of how to structure lessons and engage students using PowerPoint.
This document contains questions and potential answers for a CSI Jeopardy game assessing different aspects of a child's well-being across several categories (A-E). Each question is assigned a point value (100-500) and the potential answers are ranked as "Very Bad", "Bad", "Fair", or "Good" depending on how positively or negatively they assess the child's situation.
Round ??
Divakar seeks to identify the tagline of Brookefields Mall - "Seek. Find. Enjoy". He is then asked to identify the theme music of the famous video game Super Mario. Finally, he is asked to identify the broadcaster Doordarshan from being provided the initial "D".
This document contains a Jeopardy-style game about literary terms organized into categories such as "Big Words", "Rhyme Time", "Word Plays", and "Poetic Types". Each category contains questions ranging from $100 to $500 about terms such as onomatopoeia, alliteration, personification, free verse, and ballads. The final jeopardy question asks about oxymorons. Directions are provided at the top for viewing the game as an online presentation.
The document provides information about tasks in language teaching. It defines tasks as activities that require students to use language to achieve an outcome or solve a problem. This contrasts with a focus on language structures alone. Effective tasks have real-world relevance, create contexts for language use, and allow teachers to observe student communication. A task-based approach makes tasks central to the learning process rather than merely exercises.
The document provides an outline for a qualitative study on teachers' use of grammatical terminology in second language classrooms. It will involve fieldwork observing lessons and interviewing teachers at English language schools in Malta. The study aims to describe teachers' practices in using terminology and understand their motivations. It discusses arguments for and against terminology use and how learner variables may influence terminology selection. Four sample classroom episodes are presented that illustrate terminology use between teachers and students.
The document describes an eTwinning project between schools in Italy, Turkey, Spain, and Poland where students created their own television channels and programs. Students were divided into groups to research and create scripts for different types of TV programs like documentaries, talk shows, music channels. They recorded videos of their programs and shared them online, providing opportunities for communication and cultural exchange between the partner schools. The project helped motivate students to learn English and communicate in the language despite making mistakes.
This document discusses the role of fun and games activities in teaching young language learners. It outlines that play-based activities help children learn better and language learning should involve fun. Some examples of fun activities that can aid language learning are singing, clapping, puzzles, drawing and storytelling. The activities should be age-appropriate and take into account the children's culture.
This document outlines three English speaking training courses - basic, intermediate, and advanced.
The basic course is taught by Connie and focuses on introducing oneself, greeting others, asking directions, and having easy conversations. It is for students aged 30-50 with an 800-1000 word ability.
The intermediate course taught by Crystal targets students aged 18-25 who have passed the basic GEPT level. It focuses on daily conversations, opinions, experiences, and communicating with foreigners.
The advanced course instructed by Leya is for students aged 18-30 who have passed the intermediate GEPT level. It aims to develop fluent and accurate speaking, impromptu delivery, debate, dealing with daily needs abroad, and
This document describes several games and activities that can be used in an English classroom, including adaptations of television game shows like "Just a Minute", "Blockbusters", and "Call My Bluff". It also presents original activities involving describing improbable objects, guessing characters, and explaining vocabulary words. Links are provided to online resources for rules, templates, and ideas to implement these fun and engaging games with students at different English levels.
Quest2Teach: The Impact of Immersive Games to Bridge Theory & Practice in Tea...Arizona State University
This is an overview of the theory, game-infused curricula, and research findings that drive Quest2Teach, an innovative and immersive teacher education program.
Quest2Teach is a series of game-infused 3D virtual learning curricula and socio-professional network, created from within a teachers college and designed for teacher education, to help bridge between educational theory and its application to classroom practice.
In Quest2Teach, students create a professional avatar, play out roles in 3D narratives as the protagonist, solve complex problems, fail safely, and see the impact of their decisions while gaining fluency in theories-in-action. Pre-service and in-service teachers evolve their professional identity in a variety of narrative-based 3D role-playing scenarios, each with a particular theoretical focus, and embedded within a larger experience-based curricula and network.
For more information visit www.quest2teach.org or email Dr. Anna Arici, the Director of Quest2Teach at annaarici@asu.edu.
Literary Quiz in English on the occasion of World Literacy Day in Delhi Public School, Vijayawada. For classes 9 to 12. Quiz on books and authors, ancient and contemporary.
The document discusses using games in library workshops to enhance information literacy sessions. It proposes moving from a didactic teaching model to one focused on active learning through discussion, collaboration, and learning by doing. Several challenges with current teaching methods are outlined such as being too generic, uninspiring, and providing too much information. The benefits of an approach using games are presented, including that games are fun, quick, simple, and help meet student needs and objectives. A case study is shared showing students who participated in game-based workshops received higher marks than those who did not participate.
This document summarizes efforts to enhance the quality and impact of library workshops. It finds that workshops were previously too focused on facts and references, but have now improved through collaboration between librarians and subject teachers. A survey showed that students who attended workshops received better marks than those who did not, demonstrating the positive impact of the new approach. Going forward, the document recommends further developing workshop activities, improving attendance, and sharing the new framework with others.
This document discusses enhancing the quality and impact of library workshops through gamification. It notes that traditional workshops can be didactic, uninspiring and result in inconsistent learning. The document advocates using games and active learning techniques which make workshops more fun, engaging and lead to better student outcomes. Examples provided demonstrate how games can improve student marks and increase the usage of library resources and services.
Lilac 2013 Games and gamification for information literacyEISLibrarian
The document discusses using games and gamification to teach information literacy skills. It provides inspiration from studies on active learning and making libraries fun. Effective games for information literacy should be quick, simple, easy to play, and have a clear objective or need. Examples of games presented include shelf checking games and keyword games. The document concludes by sharing contact information for the presenters and links to additional resources on games for libraries.
This document discusses enhancing the quality and impact of library workshops through collaboration between liaison librarians and academics. It notes issues with current workshop provision such as being not embedded in courses, inconsistent, repetitive, and having bad timing. The document proposes solutions like using more active learning techniques, focusing workshops on key skills like evaluation and searching, and developing a framework to roll out workshops. Assessment data is presented showing students who attended workshops received higher marks and used library resources more effectively than those who did not attend.
This document discusses enhancing the quality and impact of library workshops. It identifies issues with current workshops such as being repetitive, having bad timing, and using didactic teaching methods. It suggests solutions like using games, discussion, and learning by doing to make workshops more fun, inspiring and relevant. Evaluation of workshops found that students who attended workshops got higher marks than those who did not, showing the positive impact of the training.
The document discusses using game-based activities to teach information literacy skills to students. It outlines issues with traditional instruction methods and proposes collaboration between librarians and faculty to develop fun, problem-based games and activities. A case study shows games had a measurable impact, with students who attended training sessions scoring higher marks than those who did not. The document advocates expanding the framework to reinforce skills and improve student engagement and learning outcomes.
This document summarizes efforts to enhance the quality and impact of library workshops at Middlesex University. It finds that collaborating with subject teachers, making workshops more interactive and skills-based, and using games and activities leads to better student engagement and learning outcomes. Survey results show that students who attend library workshops get higher marks on their assignments and are better at finding relevant and academic sources. The document concludes collaboration and interactive teaching methods have improved workshops and positively impacted students.
This document summarizes efforts to enhance the quality and impact of library workshops at Middlesex University. It finds that collaborating with subject teachers, making workshops more interactive and skills-based, and using games and activities leads to better student engagement and learning outcomes. Survey results show that students who attend library workshops get higher marks on their assignments and are better at finding relevant and academic sources. The document concludes collaboration between librarians and teachers has improved teaching and positively impacted students' research skills.
The document discusses enhancing the quality and impact of library workshops. It identifies issues with current workshops such as being repetitive, having bad timing, and using didactic teaching methods. It proposes solutions such as using games and active learning techniques to make workshops more fun, inspiring, and relevant. Evaluation of students who attended workshops found they received higher marks on assignments and used library resources and evaluation criteria more effectively compared to students who did not attend.
The document outlines the agenda and content for a workshop on enhancing the quality and impact of library workshops. The workshop includes sessions on identifying issues with current workshops, inspiration from successful workshops, developing solutions to improve workshops, and strategies to increase workshops' impact. It provides examples of ineffective workshop elements and recommends approaches like embedding workshops within courses, using active learning techniques like games, and focusing on student-centered learning.
The document outlines the agenda and content for a workshop on enhancing the quality and impact of library workshops. The workshop includes sessions on identifying issues with current workshops, inspiration from successful workshops, developing solutions to improve workshops, and strategies to increase workshops' impact. It provides examples of ineffective workshop elements and recommends techniques to make workshops more engaging, such as using games and active learning approaches.
The document discusses enhancing the quality and impact of library workshops. It identifies issues with current workshops such as being repetitive, having bad timing, and focusing too much on information skills and didactic teaching methods. It suggests workshops should focus less on providing answers and more on skills like searching, analyzing, and evaluating. The document advocates making workshops more fun by using games, quick activities, and focusing on learner needs. Evaluation data found students who attended workshops received higher marks and used library resources and evaluation criteria more than students who did not attend. The workshops were successful in collaborating with teachers and having a positive impact on student learning.
The document discusses enhancing the quality and impact of library workshops. It identifies issues with current workshops such as being repetitive, having bad timing, and focusing too much on information skills and didactic teaching methods. The document proposes solutions such as focusing less on information provision and more on discussion, learning by doing, and making workshops fun. It presents evidence that students who attend workshops obtain better marks than those who do not, and that workshops can be improved by developing activities, improving attendance, using Moodle, and making teaching more enjoyable.
This document discusses designing deeper professional learning experiences. It begins with introductions and asks participants about their best and worst professional learning experiences and whether deeper learning was evident. It discusses that learning is social and authentic, driven by our own inquiries. Participants are then instructed to form groups to brainstorm and design what a deeper learning study group might look like on various topics. Resources for the design process are provided, along with a debrief section.
How Can We Digitally Engage & Energize our Students in 45 Days - NBEA 2007 Co...DCPS
This is my presentation How Can We Digitally Engage & Energize our Students in 45 Days, presented at the National Business Education Association 2007 Convention, New York City, NY, April 7, 2007.
The document provides an overview of research tips and resources for a class on contentious politics. It discusses shaping a research topic, deciding whether and how to cite sources, understanding information timelines, key resources to use, and search tips. Mapping tools, selecting compelling topics, reading what others have discussed, and tools for joining academic conversations are addressed. Evaluating sources based on currency, reliability, authorship and purpose is also covered. The document recommends databases and notes that high-quality research requires digging and creative thinking.
Westport L@S Inquiry Learning Using eLearning Opportunitieskmbaker281059
This document discusses using e-learning opportunities to support inquiry learning in the classroom. It provides examples of how digital tools like GarageBand, VoiceAudiation, iPhoto, blogs, Skype, and YouTube can be used by students at different stages of the inquiry process to research topics, record and share information, communicate with others, and present their findings. The goal is for students to become confident, connected, active learners who can direct their own learning through e-learning and inquiry.
Westport L@S Inquiry Learning Using eLearning Opportunities Revisedkmbaker281059
This document appears to be a presentation about using e-learning opportunities to support inquiry learning. It discusses why inquiry learning is important based on the New Zealand curriculum's vision for students. It then outlines the inquiry learning process and different levels of inquiry from teacher-directed to student-driven. The presentation provides several examples of how technologies like GarageBand, VoiceAudacity, videos, blogs, and Skype can be used at different stages of the inquiry process. It encourages teachers to try some of the ideas and set an e-learning goal to use in their own inquiry-based teaching.
This presentation was provided by Steph Pollock of The American Psychological Association’s Journals Program, and Damita Snow, of The American Society of Civil Engineers (ASCE), for the initial session of NISO's 2024 Training Series "DEIA in the Scholarly Landscape." Session One: 'Setting Expectations: a DEIA Primer,' was held June 6, 2024.
Walmart Business+ and Spark Good for Nonprofits.pdfTechSoup
"Learn about all the ways Walmart supports nonprofit organizations.
You will hear from Liz Willett, the Head of Nonprofits, and hear about what Walmart is doing to help nonprofits, including Walmart Business and Spark Good. Walmart Business+ is a new offer for nonprofits that offers discounts and also streamlines nonprofits order and expense tracking, saving time and money.
The webinar may also give some examples on how nonprofits can best leverage Walmart Business+.
The event will cover the following::
Walmart Business + (https://business.walmart.com/plus) is a new shopping experience for nonprofits, schools, and local business customers that connects an exclusive online shopping experience to stores. Benefits include free delivery and shipping, a 'Spend Analytics” feature, special discounts, deals and tax-exempt shopping.
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Spark Good (walmart.com/sparkgood) is a charitable platform that enables nonprofits to receive donations directly from customers and associates.
Answers about how you can do more with Walmart!"
it describes the bony anatomy including the femoral head , acetabulum, labrum . also discusses the capsule , ligaments . muscle that act on the hip joint and the range of motion are outlined. factors affecting hip joint stability and weight transmission through the joint are summarized.
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J. Adam Edwards "What's the name of the game? How Summon saves time for fun games"
1. How Summon saves time for fun games
Adam Edwards 25th July 2013
What’s the name of the game?
2. Knowing me, knowing you
• Who we are?
• Issues
• Ideas
• Solutions
• Summon
http://www.flickr.com/photos/ajourneyroundmyskull/4788590225/
3. SOS
• Not embedded
• Inconsistent provision
• Repetitive
• Bad timing
• Lack of information skills
• Teaching methods…….
4. Librarians and teaching
• Too generic
• Tools based
• Didactic
• Uninspiring
• Too much
• Fear http://www.flickr.com/photos/vicchi/4079403111/
5. Björn Again
• Less is more
• Cloning
• Discussion
• Learning by doing
• Learners, not the taught
• Games
http://advedupsyfall09.wikispaces.com/Sara+Woodard
6. The name of the game
• Fun
• Quick
• Simple
• Easy
• Need or objective
7. I have a dream
Move from
“ …lifting and transporting textual substance from
one location, the library, to another, their
teacher’s briefcases.”
To
“…searching, analyzing, evaluating, synthesizing,
selecting, rejecting…”
Kleine 1987
12. Take a chance on me
Marks Attendees Non-attendees
Commonest mark 65% 50%
Highest mark 90% 75%
Lowest mark 40% 40%
Bibliography
commonest mark
7/10 5/10
• Survey of CCM2426 students
• 66 attendees, 22 non-attendees
13. If you put me to the test,
If you let me try………
Search tools used Attendees Non-attendees
Google 68% 63%
Wikipedia 38% 27%
Summon 68% 40%
Library catalogue 30% 59%
Evaluation criteria Attendees Non-attendees
Current 89% 59%
Relevant 76% 59%
Academic authority 67% 41%
Easy to read 24% 45%
14. On and on and on
•Roll-out framework
•Develop activities
•Improve attendance
•Revalidation
15. The winner takes it all
• Changes worked
• Teaching more fun
• Summon saves time
• Impact…
...Library training gets you better marks!
17. When all is said and done
• Boyle, S. (2011) Using games to enhance information literacy
sessions, Presented at LILAC 2011.
http://www.slideshare.net/infolit_group/boyle-using-games-to-
enchance-information-literacy
• Kleine, M. (1987), What is it we do when we write articles like this
one-Or how can we get students to join us?, Writing Instructor 6,
151.
• Markless, S., (2010), Teaching information literacy in HE: What?
Where? How?, presented at King’s College London, 9/12/10.
[Notes taken at the event.]
21. The real thing: Coursework 2, CMT1300
Public Interactive System
Investigation of a public interactive system eg. railway or
parking ticket machine, public information kiosk or similar
system incl. usability issues, user experience and interaction
•Keywords
•Alternative keywords
•More specific keywords
•Related subjects
http://www.flickr.com/photos/kecko/7039606541/sizes/c/in/photostream/
22. Finding resources
myUniHub > My Study > My Library
Select Summon and
search for information for
your Public Interactive
System project
Editor's Notes
Intros and what we are going to coverLooking at the broader issues surrounding provision of information literacy trainingHow we have been inspired to change the way we teach and address the problemsWhat we have done and how we are developing our provisionHow we have adapted what we do for our product design students
AE and VH identified a number of issues regarding provision of user education:Not embeddedworkshopstraditionally provided at request of academic staff on ad hoc basiswhich leads to inconsistent provisioncomplex module structureNo central coordination of skills within the SchoolInconsistent provision: rarely see all first year students Repetitive: Impossible to develop progressive programme of information literacy training, so end up repeating what we’ve already covered for 2nd and 3rd yearsBad timing: Insufficient timeWrong time, so not relevant to studentsLack of information skills:Students know how to use technology, but lack ability to find, evaluate and use the information foundTeaching methods: tradition of monotonous demos and death by powerpoint(More next slide)
Is teaching a Librarian’s Waterloo?Teaching skills: librarians not taught to teachToo genericTools basedDidactic: follow instructions correctlyToo muchUninspiring: bore students/death by PowerpointFear of not knowing: Librarians fear teaching subjects they are unfamiliar with, so over complicate. What we need to remember is that we are teaching information skills and not the subject
Inspired by ‘Teaching information literacy in HE workshop’. Attended at CILIP.Dec 2010.We teach 3-5 times too muchWhen planning sessions we need to consider what will make the biggest difference given time limit/use online guidesWe try to clone our expertiseWe can’t distil our own experience into a one hour session. We don’t need to show students how to search databases, but we do need to show them how to appreciate the value of academic resources, search effectively, evaluate the information found and how to use it ethicallyDiscussion is powerful:Find out how the students already find info, what they already know, what they wantLearn/discover together (peer learning): don’t plan searches/demos in advanceWe can learn a lot about student’s understanding from the questions they askLearning by doing is empowering:Encourage active participation through a variety of activities eg. trying things out, getting feedback, solving problems, peer discussion, reflecting on mistakes etcUninvolved students are less likely to learnNo demos: Interaction and explorationStudents should be learners, not the taught:Our role to support and facilitateDisciplinary context is a key influence on student learning ie. one method does not fit all….devised different sessions for PDE studentsGames:Inspiration from LILAC 2011- Susan Boyle (UCD) Using games in HE.
Games should be:FunQuick -10 minsSimple - easy to prepareEasy to grasp and play- no complicated rulesMeet a specific need or objective
To put all this in context……Wider programme of activity that we were engaged in at the timeSchool plan: easier to approach staff if our contribution is part a school planeasier to get appropriate time(We have integrated info lit training and academic writing and other skills in to the wider employability skills framework devised by EIS)Structure: avoid overlap and duplication by identifying specific programmes rather than modulesvery little overlap nowAgreed menu of sessions:Smallteam met and considered all the things we teachIdentified key elements (on slide)Created a game/activity for each elementMix and match elementsCoordinate content with LDU to avoid duplicationMappingMapped these against CBI employability skills framework eg. finding and evaluating information = problem solvingPlagiarism and search strategy = communications and literacyFinding info for projects = self-management
ACM – poor interfaceIEEE – much better but complexComputer Source – okMiss things in other databases e.g. user psychology, educational use, etcWorking through 3 databases is slow and boring. Confusing as all use different search systems and work in different ways.Takes too long as % of time so no time for evaluation etc
Only teach Summon to first year.Time for discussion of resources and why they should be usedTime for keywords prep (Lightening session pm today!)Have a go approach: Let them try it and see what they find. E.g. Oyster ice creamConfident as only one Google like thing to learn.Headline Summon as better than google as it finds better quality stuff, but do still need to use the internet.
Small team met and considered all the things we teachIdentified key elementsCreated game/activity for each elementMix and match elementsCoordinate content with LDU to avoid duplicationThinking about resources game in an academic context ( 3 x versions TAR, Sources and Scenario)Keywords: using image to get students thinking about keywords (specific, alternative, related) and then using real exampleThe real thing: relate learning to a projectSearching (hands on)Evaluation using sample search results (website, newspaper article, trade journal, academic journal) and Criteria game for 3rd years.PDE students: have taken interactivity much further eg. taking items from special collections into their studio (think about how they can use them), letting them discover art and design collections themselves at HE (mini project) etc.Now rolling out, so developing alternatives for 2nd and 3rd years and PGs
Those who attended average 65%, rather than 50 % for non attendees ie. 15% higherAttendees 7/10 for bibliography, rather than 5/10 ie. 20% difference
Resources used shows better choice of resource by attendees….in the case of this project, very little current info, so Library catalogue not a good choiceEvaluation criteria shows better understanding by attendees ie. Academic authority and currency seen as impo rather than easy to read.
We’ve rolled out framework to 2nd years, and next year to 3rd yearsDevelop activities so appropriate for level and not repetitiousHave developed further versions of the games for 2nd and 3rd years and PGs.Show examplesImprove attendance: any ideas…..problem is not just oursRevalidation and new courses in our school an opportunity to embedd our teaching further
Successful collaboration is getting things moving plus team teachingChanges to methods have worked: survey shows that we have made an impact, plus many colleagues have used and adapted our workshops for their studentsTeaching is more fun for students and for usBut we can now say......Library training gets you better marks
Any questions
Have a go:Thinking about resourcesPDE evaluation gameDewey….computing oriented
What do you see in the picture etcHandouts available.
KeywordsPublic: communal, open, accessible, society, masses, everyone, multitude, unrestrictedInteractive: interacts/interactivity, two-way, user activity, communication/collaboration,graphical user interface, speech recognition/synthesisSystem: product/service/machine, order/method/procedure/routine/mechanism, feedback, input/outputTicket machine: vending machine/dispenser, automated, parking metreRailway: train/rail/line/railroad, travel/journey, single/return, Oyster/travelcard, tickets/billets/permitParking: vehicle/car/motorbike/cycle/van etc, driver/motorists, bays/lot/carparkInformation: facts, intelligence, knowledge, notice, dataKiosk: cubicle, booth, stall, stand, structure, vending machine, standalone, outletUsability issues: user needs/requirements, serviceability, ease of use, learnability/memorability, efficiency, intuitive, test/feedback, user testingUser experience: feeling/understanding/perception, functionality/need, ease-of-use, aesthetic/emotional experience, inclusion/exclusion, end user, results, global experience, expectationsUser interaction: interact/interactivity,HCI, user interface design, relationship/behaviour, human/people-machine, dialogues/communication/workflows, interactive devices, user error
Need to carry out a literature review:Finding the information available on a subjectFinding information to inform, underpin and shape your researchFinding what has already been written on a subjectAnalyzing, evaluating and making judgements about the info foundIdentifying the main trendsFinding appropriate information: the information needs to be suitable for your needie. right level, current if important, sufficient breadth or detail etcExplain to students what Summon is.Go to UniHub > Login in to MyUniHub > My Study > My Library > SummonAsk students to search for information on ‘educational software for children with disabilities.Remember to use some of the keywords that we have discussed.