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Innovative Information Literacy & Learning : The Good, The Bad and The Not So Ugly Marianne E. Giltrud, MSLS May 7, 2013

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Digital Information Literacy. Maker Movement.

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  • 1. Innovative Information Literacy &Learning : The Good, The Bad andThe Not So UglyMarianne E. Giltrud, MSLSMay 7, 2013

2. Innovative Information Literacy & Learningin a Hyper Connected Digital World What are the challenges and opportunitiesinvolved in teaching college students tobecome information literate? 3. Information Literacy Defined What is Information Literacy and Why is itimportant? Ability to define, locate, evaluate, accessand use information to solve a problem. Association of American Colleges andUniversities, AACU and Associationof College and Research Libraries,ACRL set standards. 4. Project Information Literacy5 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% Dont ask for librarians 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 Literacy Take Away #1 Research is Difficult andFrustrating 66 % say defining the topic is hard. Negotiating the question.. 6. Project Information Literacy Take Away #2 Students utilize a smalllandscape for finding sources. 80% wont Ask a Librarian 82% use Wikipedia Think Satisficing Think Top Five Response Best 7. Project Information Literacy Take Away #3 Efficiency and Predictability Students are Risk Averse They use a Tried and True Approach College Readiness Impact of Games on Learning Abilities Dont know that they dont know 8. Project Information Literacy Take Away #4 Library as a Place Refuge for Study Focused attention UnPlug to learn 9. Project Information Literacy Take Away #5 Day after Graduation Unprepared to solve informationproblems in the workplace 10. Make Lemons into LemonadeChallenges Earbud, Digital Device Mania..All Media All the TimeGeneration" Face Down Perspective Multi-taskers with dividedattention Hard to get and keep theirattention Hive Mind and Flash MobOpportunities Leverage their dynamic andcluttered digital world to advancetheir knowledge. Use Social Networks to promoteinformation literacy learning, services,and reach students in their digital digs. Ground innovative pedagogy, selfdirected learning, authoritativeresources, and services ineducational technology. Create innovative, dynamiclearning objects, webinars, polls,tutorials and games framed inlearning objectives. 11. Innovative Information Literacy & Learningin a Hyper Connected Digital World In addition to face-to face instruction sessions,what emerging technologies and techniqueswould you use to advance students knowledgeand use of library services? 12. Whats on the Horizon..PotentialOpportunities NMC (New Media Consortium) Horizon Report2013 Higher Ed Decade Long Study following students use oftechnology Near, short and far term adoption horizons 13. Near TermMassive Open Online Courses MOOCs UMD Five Course Initiative Hand held device explosion Tablet devices small, light easy to use Many universities have proprietary software or bestpractices 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. Theres An App For That Mobile Apps Apple IPad or Google Play on Android Market Blackboard Proprietary databases Mobile App Design for Library Instagram to Crowd Source the Library, Services,Sources Use Social Networks Drive content to the library, resources, services,Lib Guides, Ask a Librarian, etc. Education Apps Evernote 16. Online Tutorials Peer Reviewed Instruction Materials OnlinePRIMO Welcome to the Library Comic How to use a database Directory of Online Tutorials from San Jose StateUniv. 17. Mid Term Two to Three Years Games and Gamification Games Enhance Learning Integrates Right/Left Brain-Visual/Auditory Gamification adds Badges, Awards, Level Up, Challenges Learning Analytics Learning Management Systems-BlackBoard Used to inform pedagogy and learningoutcomes 18. Far Term Four to Five Years 3 D Printing Maker Bot Maker Culture Science and Engineering 3 D molecules,desgins, chemical bonds Wearable technology Augmented Reality 19. Purdues Gamification Motivation driven learningN. Pagowsky ACRL Tech Connect1/28/13 Digital badges showstudents skills along withdegree Purdues Introduction 20. Bring it on! The DigitalLiteracy Manifesto Mobile and Handheldtechnology- Blackboard apps Proprietary Databases Maker Movement Raspberry Pi