Innovative Information Literacy &
Learning : The Good, The Bad and
The Not So Ugly
Marianne E. Giltrud, MSLS
May 7, 2013
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?
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.
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
Project Information Literacy Take Away #1
• Research is Difficult and
Frustrating
• 66 % say defining the topic is hard.
• Negotiating the question..
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
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
Project Information Literacy Take Away #4
• Library as a Place
• Refuge for Study
• Focused attention
• UnPlug to learn
Project Information Literacy Take Away #5
• Day after Graduation
• Unprepared to solve information
problems in the workplace
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.
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?
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
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
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
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
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.
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
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
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
Bring it on! The Digital
Literacy Manifesto
• Mobile and Handheld
technology-
• Blackboard apps
• Proprietary Databases
• Maker Movement
• Raspberry Pi

Innovative information literacy & learning the good

  • 1.
    Innovative Information Literacy& Learning : The Good, The Bad and The Not So Ugly Marianne E. Giltrud, MSLS May 7, 2013
  • 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.
    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.
    Project Information Literacy 5Take 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.
    Project Information LiteracyTake Away #1 • Research is Difficult and Frustrating • 66 % say defining the topic is hard. • Negotiating the question..
  • 6.
    Project Information LiteracyTake 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.
    Project Information LiteracyTake 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.
    Project Information LiteracyTake Away #4 • Library as a Place • Refuge for Study • Focused attention • UnPlug to learn
  • 9.
    Project Information LiteracyTake Away #5 • Day after Graduation • Unprepared to solve information problems in the workplace
  • 10.
    Make Lemons intoLemonade 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.
    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.
    What’s on theHorizon…..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.
    Near Term Massive OpenOnline 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.
    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.
    There’s An AppFor 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.
    Online Tutorials • PeerReviewed Instruction Materials Online PRIMO • Welcome to the Library Comic • How to use a database • Directory of Online Tutorials from San Jose State Univ.
  • 17.
    Mid Term Twoto 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.
    Far Term Fourto Five Years • 3 D Printing Maker Bot • Maker Culture • Science and Engineering • 3 D molecules,desgins, chemical bonds • Wearable technology • Augmented Reality
  • 19.
    Purdue’s Gamification • Motivationdriven learning N. Pagowsky • ACRL Tech Connect 1/28/13 • Digital badges show students' skills along with degree • Purdue’s Introduction
  • 20.
    Bring it on!The Digital Literacy Manifesto • Mobile and Handheld technology- • Blackboard apps • Proprietary Databases • Maker Movement • Raspberry Pi