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Day One

May 21st, 2010 No comments

Keynote: James Paul Gee: “A New Paradigm for Learning in the 21st Century (And Where Libraries Fit In)”

The keynote speaker was the main reason for my attendance at the WILU conference.   I knew it was going to be a great talk from the get go when Gee began with: “I don’t like libraries.  I’ve been in a library twice in my lifetime. I don’t like them because you can’t mark up the books.”  As you can imagine, this sentiment immediately turned us on our heads and had us thinking differently.   Gee’s talk looked at the problems and gaps in education and our school systems.  Schools are profoundly out of date.  21st century skills are not being taught in our schools. These skills are being picked up at home in places like World of Warcraft.  Lower income families rely on schools to teach these kind of skills, but this is not happening.  Gee shared an anecdote with us involving a grandmother who helped her grand daughter adapt a video game, and then proceeded to become a celebrity in the video game world by building modified versions of game elements for fans for free.  The environment in which this grand mother was able to learn had no hierarchy, and was an environment of distributed knowledge where it is never wrong to ask for help, as long as you take on the onus of learning.   When asked if she was an expert in the game, the grand mother replied, “no, no…the community is the expert…”, the grandmother knows how to leverage the community.  Gee explains that we can’t create this kind of learning environment in our schools because of the inertia of our society.  Classrooms can’t do this, but why not libraries?

Jacqui Grallo, “Designing Learner-centered Research Guides”, Californial State University, Monteray Bay.

Jacqui introduced us to an open source version of Libguides called Library a la carte.   In developing their guides, Jacqui’s library looked at the literature and studies that had been done, including a Rochester study that revealed that students don’t understand disciplines. Jacqui says that we should consider scrapping these discipline-based approaches and focus on the course level, or if we aren’t willing to do this then we need to be creative on how we steer students to our subject-oriented guides.  The creative way that they did this in her library was to leverage the tagging feature in the guide software.  They opted for the phrase “Start Your Research” as a way to direct students to these important research guides.  They also adhered to good design principles, such as consistency (“recognizability”) as this facilitates learning.  Selectivity was another key factor in the creation of the guides; they should be a starting point, and not be exhaustive.

Birds of a Feather – “Motivating Students – How to Inspire Passion”

I learned a lot of tips from the participants in this conversation, and here they are in point form from that conversation:

-how can we make information literacy relevant? Can an academic information need be an intrinsic motivation? (see work by Andrew Shenton and Megan Fitzgibbons).
- One technique would be utilizing peers – and having students attempt to publish in undergrad scholarly journals, or work on wikipedia articles.

-Simply telling students that they are scholars will help set a mind frame

- Use real life examples of newspaper articles “studies show that…” – ask the students to find THOSE STUDIES.

-  If we think of modeling in learning…and use driving a car as an example.  Seems like a very complicated thing – but people learn this quite easily because they see it done all the time – it’s visible.  We need to make the research process visible – we could do this by creating 2 min videos to make the process visible.

-Structured and achievable = successful.

- Have student contribute live, in class to course web pages – this is possible in Drupal!

- Active learning – pull students from audience to do live searching

- plant questions in the audience

- Try using twitter live in class

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Day Two

May 21st, 2010 No comments

Kate Gronemyer & Anne-Marie Deitering, “Storytime is Not Just for Children’s Librarians: Using Narrative Analysis to Learn from the Stories Instruction Librarians Tell about the Work that we Do”, Oregon State University.


April Colosimo & Megan Fitzgibbons, “Concept Mapping: Fun for Librarians”, McGill University

This talk built upon the work of Joseph Novak, an educator who promotes the use of concept mapping in learning.  April and Megan’s session was very interactive as they had us build our lesson plans using concept maps. We used a folder, a pen and sticky notes. For me, this was a fabulous exercise, as I am a lateral thinker, and throwing ideas down onto paper is the best way for me to begin a lesson or project.

Concept maps are great for collaborating, designing and teaching.

Michelle Allen & Benjamin Oberdick”From Pre-Defined Topics to Research Questions: An Inquiry-Based Approach to Knowledge”, Michigan State University

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Day Three

May 21st, 2010 No comments

Mita Williams, University of Windsor, “Not Library Games. Libraries in Games.”

Mita’s presentation was definitely a highlight at WILU. The talk started out with one of the best uses of the Prezi presentation software that I’ve seen to date. With a projected game-board she engaged the audience in a game to reveal some of the content of her presentation.

Mita’s honesty about games in libraries was refreshing. In Mita’s words, it’s difficult to find “a library game that doesn’t suck”.

There were three points from Mita’s talk that resonated with me. Firstly, she gave a shout out to UWO’s own Robert MacDougall who is the holder of a SSHRC Image, Text, Sound, and Technology Grant entitled “History at Play: Gaming and the Ubiquitous Past”.  Mita points out that MacDougall separates mechanics in games and fiction in games – key and distinctive components. The fiction invites you to play a game, but the mechanics are what you play.  A game has to work well at the mechanical level for it to work well (aka keep someone interested).

Secondly, Mita introduced us to Jane McGonigal – Director of Games Research & Development at the Institute for the Future in Palo Alto, California.   McGonigal proposes that there are games to do things and then there are games about things.  It’s not that one is better than the other – but this is a very important distinction and something that one should be cognizant of in game design.

Thirdly, I hadn’t heard of Nike Plus shoes. I’m excited to check these out.

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Not library games. Libraries in games

May 14th, 2010 No comments

Session 6C

Mita Williams @ University of Windsor

Session done board game style, using prezi to present board, spaces hyperlinked to various games (on the web) that included some library-like facets. Approach got my attention.

Examples:

  • urgentevoke.com (has some Hamilton librarians providing support via Ask a Librarian)
  • nikerunning.nike.com: race against others in the world
  • play.signtific.org: Signtific Lab
  • gawp.com: Games With a Purpose

[My own example: the MMOG Age of Conan: Hyborian Adventures has a complex search engine built-in, enabling search criteria/limits, sorting.]

  • “I love libraries. I love games. But I have yet to find a library game that I like.”
  • Mandatory does not mean fun. Fun is more important than a realistic simulation. Most educational games are simulations.
  • The Lost Museum: Who Burned Down the Museum lacks a satisfactory ending.
  • Arden was realistic, but not fun.
  • Nomic teaches at a mechanical level. Each move is a change to the rules.
  • Bibliobouts is a next generation library game.
  • Flow (immersion) is where the real learning occurs.
  • Book: The Theory of Fun for Game Design

There are two layers to games:

  • rules/mechanics are what you play
  • the fiction engages you

There are games about things and games to do things. E.g., games to do research vs. games about research. Students want to work on their own research topics, not on a sample research topic. “Blend the line between libraries and games.”

Trivia: Monopoly was originally released as The Landlord’s Game and was designed by a Quaker, to teach the dangers of monopoly.

Interesting game/idea:

  • urgentevoke.com
  • choose a hero/author
  • what’s his topic?
  • shadow his research (past & current)
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Birds of a Feather

May 13th, 2010 No comments

I proposed and facilitated a well-attended and informative session on “Improvisation in Instruction”. See the WILU blog post.

Three take-away points:

Difference between planned and unplanned instruction. Do you have some participatory, active learning techniques planned, or did something go wrong and you had to roll with it?

Improvisation requires: experience, knowledge of the content, both of which lead to confidence, which enables you to let go, give up control, be spontaneous, flexible, take risks. You also need to have a back-up plan in case the improv approach doesn’t fly.

There are pros and cons to using improv. It can engage students, be fun and increase their alertness. But what if you get no interaction, encounter fatigued students, can’t deal with a question or direction ‘in the moment’, don’t get around to covering your planned objectives, or encounter difficulty in assessing the achievement of the session goals and objectives.

Thanks to all of this morning’s participants!

Dan

Librarians and mobile learning: Research, resources, play and design

May 13th, 2010 No comments

Session 4C

Chad Crichton @ University of Toronto Scarborough, Robin Canuel @ McGill University

Can build:

  • Mobile websites (non-platform/OS-specific). Easier to develop and more platform-friendly.
  • Applications (platform/OS-specific). Require more technical know-how to create.

Mobile user generalisations. They are:

  • interruptible
  • easily distracted
  • always on (connected)
  • sociable
  • contextual, goal-oriented (because they’re able to search for something at any point in time)
  • identifiable by their type of device
  • have ‘status’

Idea of mobile device as ‘Swiss Army Knife’

“M-Learning: Anytime, Anywhere”

“Mobilize Don’t Miniaturize”

Provided brochure of helpful tips, and Select Bibliography

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Teaching information literacy skills to international students: Are academic librarians prepared?

May 12th, 2010 No comments

Session 2D

Yusuke Ishimura & Joan C. Bartlett @ McGill University

Benefits of international students:

  • intellectual contribution to university (i.e. best students)
  • financial factor
  • diversity

Students have different:

  • academic culture
  • language skills
  • culture (in general)

Librarians need:

  • to be understanding
  • to be approachable
  • to try different teaching approaches
  • to try different communication skills

The presenters’ research focused on librarians’ experience and training needs with respect to international students. They surveyed (via listservs) librarians.

Only 51% of respondents offer special services for international students.

Academic expectations differ actross cultures.

Barriers for students:

  • communication
  • knowledge
  • lack of research skills

Barriers for librarians:

  • communication
  • knowledge
  • lack of teaching techniques

Where would we like to receive training on teaching techniques, sensitivity? Workshops, conferences? Who should provide it? Professional organizations, campus administration? Factors include:  content, cost, time.

We need to develop skills via practice with a variety of communication styles, and ask for or look for help. We can build on existing experience.

There is an ACRL interest group on internation students. (I think this is it.)

Idea:   A lot of money and effort goes into making prospective international students think they’ll be comfortable with their new university and country. When marketing our university to prospective international students, we could include some information about how our libraries work. E.g., we have open stacks; plagiarism is bad.

Idea: creation of a student ‘survival guide’.

Before instruction: Get students to write questions on cue cards and hand in/

During instruction: Tell them that asking questions is okay, expected. Wait for them to answer. Wait a long time.

After instruction: Ask student what was the most interesting thing about today’s class was.

Idea: provide/arrange for library ‘peer mentors’ (student assistants) from their country.

Dr. James Paul Gee

May 12th, 2010 No comments
  • Schools are teaching facts, not problem-solving.
  • The literacy gap between minorities/poor kids and the middle class is becoming a digital gap between kids who have tech skill mentoring at home and those who don’t.
  • US schools produce standard skills, but no innovation skills. Innovation gap.
  • Academic language is boring, arcane, complex. It’s rational, but not exciting.
  • Kids who play YuGiOh (a Collectible Card Game) understand and know how to exploit complex rules, probabilities. The game has a good theory of learning behind it. When kids love a game, they’ll learn its complex (college-level) language. Learning is in pop culture, for kids who can afford such games. Kids that can’t afford such games are only learning at school. Books and computers at school aren’t enough. Kids need parents’ guidance/mentoring to be able to learn at a higher level.
  • World of Warcraft is statistically complicated, and forces involved players to theorize and optimize their play/performance.
  • What if kids were to design the curriculum, to the point where they’re the experts?
  • Librarians can become leaders, mentors, organizers (of play).