school librarian communication through social media · school librarian communication through...
TRANSCRIPT
Kaye Bray, PhD, Texas Woman’s UniversityValerie Hill, MLS, Lewisville ISD
April 14, 2010
School Librarian Communicationthrough Social Media
Current “Buzzwords”
• Media Literacy –the process of analyzing, evaluating and creating messages in a wide varietyof media modes, genres and forms.
• Transliteracy –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.
• Virtual Reality –a computer-simulated environment, whether that environment is a simulation of the real world or an imaginary world.
• Augmented Reality –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
Changing role of libraries
From a treasure box To a bridge across a sea of chaos
The changingHierarchy of Information
Top Down: Information producedby authors and experts.
Bottom Up: Information producedby anyone and everyone.
The Tech Tools list keeps growing!
• Weebly.com• Yola.com• Yudu.com• Scribd.com• Wordpress.com• Blogger.com• Livejournal.com• Voicethread.com
• Jing.com• Delicious.com• Diigo.com• Wetpaint.com• Jamstudio.com• Fotoflexer.com• Gimp.com• Learnscratch.org
Blogging Librarians
Valibrarian @http://vhill.edublogs.org/
Joyce Valenza
Jenny Levine
Naomi Bates
Collaborating through Wikis
Podcasting & Sharing Media
Forums Mashups
TOO MANY TECH TOOLS?
Identify purpose first-Then choose the tool.
Social Network Sites
Matching the Tool with the Purpose
A wave of apps…..
Immersive Learning in Virtual Worlds
Do you have an avatar?
Award Winning Photo
Knowclue Kidd
Brief History of Origin
3D Virtual Worlds have evolved out of…
• MUD’s- Multi-User Dungeon or Dimension (early online gaming term)
• MOO’s- MUD Object Oriented (a type of MUD which includes gaming and distance education)
KZERO:Report on Virtual Worlds
Registered VW Accounts by AGE
Habbo Hotel 148 Million registered users Fall 2009 (age 13+)
•Habbo Hotel
•Ty Girlz
•Webkinz
•Gaia Online
•Neopetz
Virtual Worlds for Children
Virtual Worlds for Education
Whyville:a VW for Preteens 9-16
Why Second Life?
• Universities• Libraries• Educational Groups• Museums• Businesses• Field of Medicine & Health• Art & Dance
(for ages 18+)
Academic Examples
• University of Texas• Texas Woman’s University• University of Washington• University of Illinois at Urbana Champaign
Educational Groups in SL
• American Library Association• Texas Library Association• TCEA• ISTE• Texas Woman’s University• University of Washington
Benefits
• Cost effective• Synchronous• Creative & Imaginative• Unique for each user• Collaborative • Not limited by distance
What are librarians and teachers doing?
• Historical Simulation (Jamestown)• Science Projects (Tsunami or Space Flight)• Interaction on Smart or Promethean• Media Literacy & Transliteracy• Virtual Reality & Augmented Reality
Immersive Learning Environments
The Land of Lincoln The Alamo
SL K-12 Now! Group
View a machinima
• Teachers exploring new tools (K12inSL NOW!)• Virtual panel discussion (Innovation in Education)• ISTE Island (Educators in a “Digital Nation”)• Educators discussing open source virtual worlds
(Gridhoppers: Educators in Reaction Grid)
Research in Immersive Learning(Zheng, 2006)
Mixed Methods Study(Jarmon et. al, 2009)
Results of this mixed methods study overall show that students found learning in Second Life to be challenging, rewarding and a “serious learning tool.”
Experimental Study(Taoubit Boland, 2009)
Students anxiety levels were gauged before andafter learning sessions. Findings concluded thatvirtual world learners can learn not only collaboratively, but individually.
Which best describes your experience as a virtual librarian?
TWU Creative Arts & Research SymposiumCollaboration Among VW Librarians(Hill, 2008)
I believe virtual worlds will provide new modes of communication and information delivery in the future.
TWU Creative Arts & Research SymposiumFactors Contributing to Adoption of VW(Hill, 2009)
TWU in Second Life
TWU Creative Arts & Research Symposium 2010April 20-21, 2010 on TWU Island
Panel: Virtual World Libraries & Librarians5pm-6pm on TWU School of Library & Info Studies
Island in Second Life
Limitations to using Second Life
• Graphics Cards & Compatibility• Student Privacy & Safety• High “learning curve”• Propriety software• Accessibility• Sustainability
Where are we heading?
• Exploring virtual worlds• Researching best practices• Understanding impact on learning• Implementing open-source software
Games are now able to draw players in and deliver rich stories that evoke realemotions comparable to those evoked by any book or movie.
Reaction Grid
Lessons in 3D
Where will this lead?
Some argue that education should return to the “good old days” …
…return to the 3 R’s…….go back to the basics….
Has the next generation already moved on?
TOO MANY TECH TOOLS?
Remember:Identify purpose first-Then choose the tool.
Librarians have always understood…
Meaning takes precedence over form.Just because you can make an animated gif file………doesn’t mean you should!
References
• Hill, Valerie, and Hyuk-Jin Lee. (2009). Libraries and immersive learning environments unite in second life. Library Hi Tech 27, (3): 338-56.
• 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.
• 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.
• 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.
• Zheng, Dongping. 2006 Affordances of three-dimensional virtual environments for English language learning: An ecological psychological analysis. Ph.D. diss., University of Connecticut.
TLA Sessions on Virtual Worlds
• Thursday 2-2:50pm Second Life Libraries and Librarians: Notes from a Virtual World (Net Fair I)
• Thursday 4-4:50pm Second Life Interest Group Organizational Meeting
• Friday 9-9:50 Exploring Second Life: An Introduction (Net Fair II)
• Friday 2-3:50 Second Life Implementation at Academic Libraries