School Librarian Communication Through Social Media


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School Librarian Communication Through Social Media

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