Discover fascinating stories about Melbourne's foundation as you waddle around Hoddle's Grid. Students will navigate around the city using their teamwork and problem-solving skills as they explore significant historical and cultural sites.
Jack the Museum (Museums in the Age of Scale) -- Text versionMichael Edson
Ignite talk (text version with footnotes) for the Museum Computer Network 2012 annual conference, November 7, 2012, Seattle, WA.
Slides at Slides at
http://www.slideshare.net/edsonm/jack-the-museum-museums-in-the-age-of-scale-15089314
The Future of Community-Based Services and Educationisabelbhudson
This document is a Haiku Deck presentation that provides short captions for 16 stock photos. The captions include the name of the photographer for each photo. The presentation encourages the viewer to be inspired and create their own Haiku Deck presentation on SlideShare.
This document promotes the creation of presentations using Haiku Deck, an online presentation tool. It displays photos from various users and organizations who have created presentations with Haiku Deck. The final sentence encourages the viewer to get started making their own Haiku Deck presentation by signing up on SlideShare.
Watch this presentation before going on the Hoddle Waddle, and find out where you can get useful images and information from the State Library of Victoria to help with your Photo Story.
Learning outside the classroom is powerful. It provides the opportunity for real-world observation, investigation and interaction. When combined with innovative curriculum design and the power of digital tools, location-based learning supports inquisitive learners, narrative driven experiences and meaningful outcomes. Through the experiences and research of the State Library of Victoria Education team learn about the development of city experience programs like the Hoddle Waddle, the use of digital and spatial tools for mapping, integration with history, and conducting fieldwork.
Between a dropbox and a hard place - ASLA 2013Hamish Curry
The digital and the physical have obviously created new challenges and opportunities for libraries and learning. The tools at our fingertips are diverse, networked, versatile, and present new ways to conceptualize content. These tools are not only changing our work, but it is still only emerging how we use physical spaces in this context; and the innovations just keep coming! This closing keynote will bring together some of the ideas from the Conference, as well as experiences from programs at the State Library of Victoria and other institutions to explore what it means to integrate technology and pedagogy effectively. This will lead into the considerations for school leadership, how it connects vision with practice, what it means to educate young people in the world of cloud computing, and the implications for the continued growth and expertise of the teaching profession.
This document appears to be a slide presentation about playful engagement and public perception. It discusses using playful design to give people access to complex topics. It frames several "battles" around concepts like risk vs disinfection, digital vs physical, individual vs group, noise vs attention, and memory vs memorable/consumption vs creation. Each battle contains images and quotes about the concepts and examples of playful library programs and spaces that bring the concepts to life, like an outdoor cinema program. The overall message seems to be about using playful and creative approaches to engage the public in new ways and spark ideas.
PLNs: Asking the right questions (eLearning network) Hamish Curry
Personal Learning Networks have proliferated across the web, and no more so than in the field of education. Everyone has different reasons and strategies for getting involved or starting a PLN, so what might those be? Using stories from the Library's PLN programs combined with group discussion about what PLNs are and what they do, this presentation will shed light on how becoming a networked educator can be a liberating learning experience.
Jack the Museum (Museums in the Age of Scale) -- Text versionMichael Edson
Ignite talk (text version with footnotes) for the Museum Computer Network 2012 annual conference, November 7, 2012, Seattle, WA.
Slides at Slides at
http://www.slideshare.net/edsonm/jack-the-museum-museums-in-the-age-of-scale-15089314
The Future of Community-Based Services and Educationisabelbhudson
This document is a Haiku Deck presentation that provides short captions for 16 stock photos. The captions include the name of the photographer for each photo. The presentation encourages the viewer to be inspired and create their own Haiku Deck presentation on SlideShare.
This document promotes the creation of presentations using Haiku Deck, an online presentation tool. It displays photos from various users and organizations who have created presentations with Haiku Deck. The final sentence encourages the viewer to get started making their own Haiku Deck presentation by signing up on SlideShare.
Watch this presentation before going on the Hoddle Waddle, and find out where you can get useful images and information from the State Library of Victoria to help with your Photo Story.
Learning outside the classroom is powerful. It provides the opportunity for real-world observation, investigation and interaction. When combined with innovative curriculum design and the power of digital tools, location-based learning supports inquisitive learners, narrative driven experiences and meaningful outcomes. Through the experiences and research of the State Library of Victoria Education team learn about the development of city experience programs like the Hoddle Waddle, the use of digital and spatial tools for mapping, integration with history, and conducting fieldwork.
Between a dropbox and a hard place - ASLA 2013Hamish Curry
The digital and the physical have obviously created new challenges and opportunities for libraries and learning. The tools at our fingertips are diverse, networked, versatile, and present new ways to conceptualize content. These tools are not only changing our work, but it is still only emerging how we use physical spaces in this context; and the innovations just keep coming! This closing keynote will bring together some of the ideas from the Conference, as well as experiences from programs at the State Library of Victoria and other institutions to explore what it means to integrate technology and pedagogy effectively. This will lead into the considerations for school leadership, how it connects vision with practice, what it means to educate young people in the world of cloud computing, and the implications for the continued growth and expertise of the teaching profession.
This document appears to be a slide presentation about playful engagement and public perception. It discusses using playful design to give people access to complex topics. It frames several "battles" around concepts like risk vs disinfection, digital vs physical, individual vs group, noise vs attention, and memory vs memorable/consumption vs creation. Each battle contains images and quotes about the concepts and examples of playful library programs and spaces that bring the concepts to life, like an outdoor cinema program. The overall message seems to be about using playful and creative approaches to engage the public in new ways and spark ideas.
PLNs: Asking the right questions (eLearning network) Hamish Curry
Personal Learning Networks have proliferated across the web, and no more so than in the field of education. Everyone has different reasons and strategies for getting involved or starting a PLN, so what might those be? Using stories from the Library's PLN programs combined with group discussion about what PLNs are and what they do, this presentation will shed light on how becoming a networked educator can be a liberating learning experience.
An exploration of strategies that use both passive and proactive measures to encourage playfulness, and ways different onsite and online systems can combine. More awareness of thinking skills and critical literacy in libraries, and of course the kinds of activities and offerings in libraries, especially around games, collaborative play, and linking with other communities.
Putting technology on trial - SLAV conferenceHamish Curry
Technology offers incredible opportunities to transform the way the library sector skills itself and the learning for the community. Technology often defines our comfort with change and our ability to adapt. This session will explore the ways in technology has shifted the balance of the expert, but not the role of wisdom. To foster new opportunities for engagement and communication, libraries must grapple with a legacy and empower people to find where innovation and risk meet.
The document discusses how technology is changing the role of libraries and cultural institutions. It notes that technology has increased the speed, spread and storage of information, and allows for new patterns of interaction. However, it emphasizes that the focus should remain on serving individuals and communities. New technologies can help libraries provide innovative experiences for learning and literacy while embracing their role as hubs of information, creation and experimentation.
Tech on learning, literacy, & librariesHamish Curry
The document discusses how technology is shaping learning, literacy, and libraries. It explores how technology is changing the spaces, roles, and services that libraries provide. It argues that libraries must evolve to remain relevant by embracing digital networks, user participation, creativity, collaboration, community building, and changing approaches to curriculum and information literacy. Libraries are transforming from places focused on books and information to centers that empower users and build knowledge networks.
Information has exploded. As a result libraries globally are facing huge challenges around staffing, funding, relevance, and technology. Some are struggling, some are thriving. The State Library of Victoria (SLV) is doing its best to stay current and engaging, fostering new connections and opportunities to grow audiences and learning potential. Collaboration and partnerships are integral to building new learning streams, and coupled with the use of technology, this Library is set to explode into new methods of engagement with the community. By applying some design-thinking processes in re-imagining the way information, knowledge, and communities intersect through libraries. Stepping through activities which frame current library assumptions against future library expectations (and possibilities), we’ll then pit these against the programs and tools already created in onsite and online environments.
Are you a library hack too? Perhaps you are and don’t know it.
There are ‘library hacks’ who are still discovering the power of good
research and resources, and then there are ‘library hacks’ who are
using these to take data, images, maps, or objects in exciting new
directions. This presentation will touch on both of these definitions.
There are many tools available through the web to help create and
visualise information and libraries are great untapped repositories
of it, whereby many are using library data to create new content.
The Libraryhack competition run by the National State Libraries of
Australasia early in 2011 brought many great ideas and creations to
the surface. It also provided an opportunity to explore how mash-ups
and data visualisations make content powerful and rich. Hear how
library hacking might just be what your collections need to generate
a new wave of community engagement.
Some have likened libraries as museums for information handling in the industrial age.
If only they knew what you were really up to, right? If technology is shaping learning and literacy, then the evolution of social media, video games, and an app-for-everything is a sure sign libraries better get on board the information freight train, onsite and online. Re-thinking the way we partner and deliver library programs is the first step. This presentation highlights the strong correlation between library services in the web world and the real world, and how ‘merging’ them onsite and ‘mirroring’ them online can stimulate new networks and new audiences for libraries.
The document discusses the educational benefits of games and gaming in libraries. It provides examples of how games can be used to develop problem-solving skills, create community, facilitate learning, and teach concepts like cause-and-effect relationships. National Gaming Day and online courses on gaming in libraries are also mentioned. Studies show games can be used to explore narratives, teach emotional intelligence, and connect language and actions. Several organizations promoting games for learning are listed along with examples of educational games.
The document discusses the State Library of Victoria and its role in providing access to information resources for Victorians. It outlines the library's facilities and services, including exhibition spaces, programs and events, online resources, and learning services. It also discusses the library's goals of connecting communities to information and positioning Melbourne as a creative center, while fostering collaboration and developing staff skills.
An exploration of strategies that use both passive and proactive measures to encourage playfulness, and ways different onsite and online systems can combine. More awareness of thinking skills and critical literacy in libraries, and of course the kinds of activities and offerings in libraries, especially around games, collaborative play, and linking with other communities.
Putting technology on trial - SLAV conferenceHamish Curry
Technology offers incredible opportunities to transform the way the library sector skills itself and the learning for the community. Technology often defines our comfort with change and our ability to adapt. This session will explore the ways in technology has shifted the balance of the expert, but not the role of wisdom. To foster new opportunities for engagement and communication, libraries must grapple with a legacy and empower people to find where innovation and risk meet.
The document discusses how technology is changing the role of libraries and cultural institutions. It notes that technology has increased the speed, spread and storage of information, and allows for new patterns of interaction. However, it emphasizes that the focus should remain on serving individuals and communities. New technologies can help libraries provide innovative experiences for learning and literacy while embracing their role as hubs of information, creation and experimentation.
Tech on learning, literacy, & librariesHamish Curry
The document discusses how technology is shaping learning, literacy, and libraries. It explores how technology is changing the spaces, roles, and services that libraries provide. It argues that libraries must evolve to remain relevant by embracing digital networks, user participation, creativity, collaboration, community building, and changing approaches to curriculum and information literacy. Libraries are transforming from places focused on books and information to centers that empower users and build knowledge networks.
Information has exploded. As a result libraries globally are facing huge challenges around staffing, funding, relevance, and technology. Some are struggling, some are thriving. The State Library of Victoria (SLV) is doing its best to stay current and engaging, fostering new connections and opportunities to grow audiences and learning potential. Collaboration and partnerships are integral to building new learning streams, and coupled with the use of technology, this Library is set to explode into new methods of engagement with the community. By applying some design-thinking processes in re-imagining the way information, knowledge, and communities intersect through libraries. Stepping through activities which frame current library assumptions against future library expectations (and possibilities), we’ll then pit these against the programs and tools already created in onsite and online environments.
Are you a library hack too? Perhaps you are and don’t know it.
There are ‘library hacks’ who are still discovering the power of good
research and resources, and then there are ‘library hacks’ who are
using these to take data, images, maps, or objects in exciting new
directions. This presentation will touch on both of these definitions.
There are many tools available through the web to help create and
visualise information and libraries are great untapped repositories
of it, whereby many are using library data to create new content.
The Libraryhack competition run by the National State Libraries of
Australasia early in 2011 brought many great ideas and creations to
the surface. It also provided an opportunity to explore how mash-ups
and data visualisations make content powerful and rich. Hear how
library hacking might just be what your collections need to generate
a new wave of community engagement.
Some have likened libraries as museums for information handling in the industrial age.
If only they knew what you were really up to, right? If technology is shaping learning and literacy, then the evolution of social media, video games, and an app-for-everything is a sure sign libraries better get on board the information freight train, onsite and online. Re-thinking the way we partner and deliver library programs is the first step. This presentation highlights the strong correlation between library services in the web world and the real world, and how ‘merging’ them onsite and ‘mirroring’ them online can stimulate new networks and new audiences for libraries.
The document discusses the educational benefits of games and gaming in libraries. It provides examples of how games can be used to develop problem-solving skills, create community, facilitate learning, and teach concepts like cause-and-effect relationships. National Gaming Day and online courses on gaming in libraries are also mentioned. Studies show games can be used to explore narratives, teach emotional intelligence, and connect language and actions. Several organizations promoting games for learning are listed along with examples of educational games.
The document discusses the State Library of Victoria and its role in providing access to information resources for Victorians. It outlines the library's facilities and services, including exhibition spaces, programs and events, online resources, and learning services. It also discusses the library's goals of connecting communities to information and positioning Melbourne as a creative center, while fostering collaboration and developing staff skills.
1. THE HODDLE WADDLE Draw a map of Melbourne Give it to the person next to you Add a landmark … pre-1900.
2. THE HODDLE WADDLE It is not a race! It is not an activity to keep kids busy for a day! It is not finished… THE HODDLE WADDLE BETA It is not a race! It is not a race!
3. THE HODDLE WADDLE Culture Environment Community Communication My story goes like this…
16. THE HODDLE WADDLE 49 sites around the CBD 7 different routes 7 different teams Expand knowledge about Melbourne. Improve understanding of the geography of Melbourne. Work as an effective and productive team. Develop stronger communication skills. Experience using maps and navigation skills. Interact with cultural landmarks and institutions. Create an exciting record of the team’s Waddle .
35. THE HODDLE WADDLE Download teacher & student resources via slv.vic.gov.au Pre & post learning activities Linked to VELS 6 & VCAL Make a digital story for parents Make a new set of mapping data Make a class movie Make a presentation to teach others Make technology practical & relevant