2. Name one library planning initiative you are currently pursuing. What new initiative have you implemented to engage the new generation of learners?
3. Weekly Internet Use by Digital and Academic Status Informing Innovation: Tracking Student Interest in Emerging Library Technologies at Ohio University A s s o c i a t i o n o f C o l l e g e & R e s e a r c h L i b r a r i e s A D i v i s i o n o f t h e A m e r i c a n L i b r a r y A s s o c i a t i o n C h i c a g o 2 0 0 9
4. Use of Google Products by Age 98% 97% 95% 98% 99% 66% 61% 54% 53% 37% 47% 51% 62% 55% 51% 21% 23% 21% 20% 23% 17% 25% 44% 47% 34% 13% 20% 38% 40% 37% 3% 4% 12% 12% 8%
7. Use of Classroom Blogs by Major Informing Innovation: Tracking Student Interest in Emerging Library Technologies at Ohio University Char Booth F o r e w o r d b y J o a n K . L i p pi n c o t t A s s o c i a t i o n o f C o l l e g e & R e s e a r c h L i b r a r i e s A D i v i s i o n o f t h e A m e r i c a n L i b r a r y A s s o c i a t i o n C h i c a g o 2 0 0 9
40. Explicit & Implicit CoercionMonitor environment to keep with impact of change + Digital communication, PDA, cell phones, email makes it easier to keep track of change impact and provide prompt feedback - Increases the work pace, reduce time for reflective analysis, increase amount of information to process
47. Multimodal De-Construction Design Elements Modes Student Text Grid representation of the relationship between forms of text and literacy based design elements for the multimodal text “Union of European Football Associations (UEFA).”
67. Managing change in the existing organizational structure to establish a practice of close collaboration across various library units within the framework of a project management process
68.
69. Determine if there were workflow redundancies that could be eliminated to create a team based approach that would improve the efficiency of the library support service units’ performance through collaboration while ensuring that there was an adequate allocation of resources
86. Establish where there were redundancies which could be combined to improve the efficiency of the units’ workflow (benchmarking)
87. I met with the individual employees within the units
88. Shadowing them on an average work day to accurately gauge how the employees went about the tasks that were assigned as part of their existing job descriptions
89. Established regularly scheduled meetings with each unit to determine how the employees felt about their current work environment
90. Met with all units/departments of the library to determine their needs
91.
92. Contacted several libraries (EIU, ISU, NMSU and UI-C) to learn how they were addressing the changes being driven by the external issues
93. Attended CARLI sponsored forum (CARLI Tech Services Workflow Seminar)
95. Reviewed Karen Calhoun’s - OCLC Members' Council Cataloging and Metadata Service group presentation
96. Ways OCLC can help libraries transition to next generation cataloging operations
97. Reviewed several external tutorials and researched literature to assist me in the evaluation process
98. As I gathered information for the project, the Library of Congress announced that it was merging its Acquisitions and Cataloging units
99. Ended an older industrial model of work, in which an incoming book moved slowly along an assembly line of stand-alone acquisitions and processing units
100.
101. Pressure on technical services budgets, manpower and space due to the changing, complex technical services landscape (electronic, digital, etc.)
106. At WIU, the split between the Circulation and ILL units was a barrier to library users adding confusion and a lack of options to acquire the information needed for their education and research needs
107. Lack of library resources dedicated to creating digital materials for library users prevents the library from expanding its capabilities to provide this type of information to the campus
108. ILL and Course Reserve items usually created in Access Services area
130. Getting Started: The Basics Initial Goal: Bring users into the library Number of Players: 60-120 Ages: 5-82 Length of Play: 3 hours (usually 7-10:00 p.m.) Equipment Used: Wii (2), Xbox, LAN (local area network), board and card games
135. Play with Strategy: Keeping Costs to a Minimum Game systems and games Ask staff, friends of the library, or participants to bring their own games Ask local gaming clubs to conduct demonstrations Partner with campus departments or nonprofit organizations and hold themed events Seek donations from gaming companies
136. Additional Cost Considerations Staff Time: 3-6 staff members were needed to plan, market, and run each event Utilize staff, student workers, and sororities/fraternities looking for service opportunities Marketing Refreshments Prizes
137. Mark Prenskey How – To do things in the game What – The rules of the game are Why – Strategies, results, and consequences Where-Context, culture , and environment Whether-The values that lead to good decisions
142. Scoring: Impact on the Library Brings users into the library Promotes multi-cultural awareness Users have a positive interaction with library staff Promotes the library as third space Negates stereotypes about the library Encourages donations
143. Where do we go from here? Scott Nicholson’s free course online: http://www.gamesinlibraries.org/course/?paged=4 Games in Libraries (podcasts): http://www.gamesinlibraries.org/ WIU’s Game Nite: http://www.wiu.edu/library/events/gaming/ Questions? Contact: Andrea Falcone or Brian Clark: Andrea.Falcone@unco.edu bf-clark@wiu.edu
171. Presenters: Phyllis Self Sean Cordes TJ Urbanski Brian Clark Felix Chu Web link: http://www.slideshare.net/cscordes/ ila-presentation
Notas del editor
While we have a variety of games, we expected most of the interest to be focused on the video/electronic games. Wii Sports, Rock Band, and Call of Duty (LAN) were popular;
however, majority of attendees wanted to play board and card games. Perhaps this was because playing these types of games allows for a more social experience. Attendees taught each other how to play and strategize while they conversed freely about university life, personal interests, etc. Magic the happening and scrabble
We found the younger generation would teach the older generation how to play video games and then the older generation would teach the younger generation how to play the more traditional board or card games.
Of course the library can purchase game systems and games, but if you are just getting started or need additional games (refer to slide). *Themed Events: Health & Wellness Theme at WIU: We partnered with the Student Health Center, Counseling Center, and Alcohol and Other Drug Resource Center for a themed Game Nite. The groups brought health-related games (corn hole while wearing beer goggles and sex jeopardy), prizes and handouts. This was one of our best-attended Game Nites, and we didn’t have to do much additional preparation. *Donations from Gaming Companies: Wizards of the Coast will send libraries free starter kits of Dungeons & Dragons.
We needed at least 3-6 staff members to successfully plan, market, and run Game Nite. This may be a stretch for some libraries, so look for allies. You may be surprised by who is interested in helping out.*Marketing: Rocky video, campus news channel, demos in Union, fliers, emails, FB, student newspaper, and radio
Gaming actually helps develop skills that will benefit students in the workforce. They are presented with a problem and need to solve it by assessing the situation, coming up with possible solutions (strategizing), collaborating with coworkers, and implementing the solution.
Gaming is a familiar activity, so users are drawn to the event as a result of a past positive experience. Users also crave collaboration and even though we usually picture a gamer as someone sitting at the television or computer alone; he/she is often times playing against another individual or individuals online. Users enjoy collaborating and learning in a low-pressure environment, which is unlike the traditional classroom environment. Exploring at one’s own pace without an authoritative figure (the professor).