cilip 2015
TRANSCRIPT
Enhancing the quality and impact of Library Workshops
The winner takes it all
#CILIPConf15
Knowing me, knowing you
• Issues
• Inspiration
• Solutions
• Impact
SOS
• Not embedded
• Inconsistent
• Bad timing
• Information skills
Gimme, Gimme, Gimme
•Answers
•Facts
•References
•Reporting back
•Easy option
•Fear
Librarians reinforce this!
http://www.flickr.com/photos/nottsexminer/6270679714/
Is teaching our Waterloo?
• Relevance• Too much• Didactic• Uninspiring• Subject• Teaching skills
http://www.flickr.com/photos/vicchi/4079403111/
Björn Again
• Less is more
• Cloning
• Discussion
• Learning by doing
• Learners, not the taught
• Games http://advedupsyfall09.wikispaces.com/Sara+Woodard
The name of the game
• Fun
• Quick
• Simple
• Easy
• Need or objective
Adapted from Susan Boyle, Lilac 2011
We had a dream…….
Move from
“ …lifting and transporting textual substance from one location, the library, to another, their teacher’s briefcases.”
To
“…searching, analyzing, evaluating, synthesizing, selecting, rejecting…”
Kleine 1987https://farm3.staticflickr.com/2462/3767003528_3137344451_o.jpg
Greatest Hits
• Resources
• Keywords
• Searching
• Evaluation
Thinking about resources
BooksWhat are they:
A written or printed work of fiction or fact.
May be electronic.
Good for:
Clear overview.
Not so good for:
Up to date information.
JournalWhat are they:
A regular publication containing articles on a particular academic subject.
Presents new research.
Good for:
Latest research, critically reviewed by experts.
Not so good for:
Broad overview of a subject.
Web page
What are they:
An information resource which can be easily created by anyone on any topic.
Electronic.
Good for:
Very up to date information.
Not so good for:
Accurate and reliable information.
NewspaperWhat are they:
A regular publication containing current events, informative articles, diverse features and advertising.
May be electronic.
Good for:
Daily information.
Not so good for:
Balanced and well researched information.
Popular (trade) journalWhat are they:
A regular publication containing new products plus information for a business sector.
Good for:
Latest product news.
Not so good for:
Detailed and objective reports.
Thinking about keywords
http://www.flickr.com/photos/rossjamesparker/89414788/
The real thing
http://www.flickr.com/photos/sidelong/300188454/
Your first piece of coursework for CCM2426 will be based on the Cornish Villages 4G trial.
• Keywords
• Alternative keywords
• More specific keywords
• Related subjects
• Authority
• Relevance
• Intent
• Objectivity
• Currency
Evaluating information
How are books arranged in the library?
“Does it mean anything to you......”
• Social
• Engaging
• Learn
• Enjoyment
• Safe
https://www.flickr.com/photos/johnragai/
Take a chance on me
Marks Attendees Non-attendees
Commonest mark 65% 50%
Highest mark 90% 75%
Lowest mark 40% 40%
Bibliography commonest mark
7/10 5/10
• Survey of CCM2426 students
• 66 attendees, 22 non-attendees
“If you put me to the test, if you let me try………”
Search tools used Attendees Non-attendees
Google 68% 63%
Wikipedia 38% 27%
Summon 68% 40%
Library catalogue 30% 59%
Evaluation criteria Attendees Non-attendees
Current 89% 59%
Relevant 76% 59%
Academic authority 67% 41%
Easy to read 24% 45%
The winner takes it all
• Changes have worked
• Teaching is more fun
• Impact…
...Library training gets you better marks!
http://www.flickr.com/photos/naturalturn/3264726560/
Mamma Mia it’s……
References• Barzilai, S. and Blau, I. (2014). Scaffolding game-based learning: impact
on learning achievements, perceived learning, and game experiences. Computers and Eduaction, 70, pp.65-79.
• Boyle, S. (2011) Using games to enhance information literacy sessions, Presented at LILAC 2011. http://www.slideshare.net/infolit_group/boyle-using-games-to-enchance-information-literacy
• Danforth, L. (2011). Why game learning works. Library Journal, 136 (7), p.67.
• Egenfeldt-Nielsen, S. (2011). What makes a good learning game? E-learn Magazine. Available at http://elearnmag.acm.org/archive.cfm?aid=1943210 [Accessed 12th March 2015]
• Howard-Jones, P. (2011). Toward a science of learning games. Minds, Brain and Learning Games, 5 (1), pp.33-38
• Isbister, K., Flanagan, M. and Hash, C. (2010). Designing games for learning: insights from conversations with designers. CHI2010: remember and reflect, Atlanta, GA, USA. pp.2041-2044.
• Kim, B. (2012). Harnessing the power of game dynamics: why, how to, and how not to gamify the library experience. College & Research Libraries News News, 71 (8), pp.465-469.
• Kleine, M. (1987). What is it we do when we write articles like this one-or how can we get students to join us? Writing Instructor, 6. pp.151-161.
• Sailer, M., Hense, J., Mandl, H. and Klevers, M. (2013). Psychological perspectives on motivation through gamification. Interaction Design and Architecture(s) Journal, 19, pp.28-37.
• Walsh, A. (2014). The potential for using gamification in academic libraries in order to increase student engagement and achievement. Nordic Journal of Information Literacy in Higher Education, 6 (1), pp.39-51.
• Zagal, J., Rick, J. and His, I. (2006). Collaborative games: Lessons learned from board games. Simulation & Gaming, 37 (1). pp.24-40.