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In the futurewe need not only something to

sustain us, but also something to

live for.
Here the library can make… space for

learning experience
,

,

engagingmeetings and possibilitiesfor
expressingoneself in a creativeway.
Jochumsen, H., HvenegaardRasmussen, C. &Skot-Hansen, D. (2012). The
four spaces – a new model for the public library. New Library
World, 113(11/12), 586-597. doi:10.1108/03074801211282948
research
INSTRUCTION
helps people

efficiently

understand

get

useknowledge

discern

excitedabo
ut getting

smarter

scholarly from
popular articles

locatem

focusre
search

aterial
successful

informed

STUDENTS are

empowered

innovative

engaged
experience

adaptive learning
“intelligentlymatches course

mobile devices
“Using digital materials to

supplementclassroom learning
&studying is now the norm.”
there is no more “PC or Mac?” the

laptop is dead.
students expect all

content to

work well on devices they rely on
every day.
http://www.

google.com/think/research-studies/digital-and-the-new-college-experience.html

content to individualstudents’
learning style, pace, ability, and
stage of understanding.”

PERSONALIZEDlearning.
http://www.knowillage.com/leap-for-canvas.html
“harnesses the power of reinforcement
learning, personalization, and learning
analytics to find the best educational content,
then tailors it to each student.”

“personalizesdigital courses so
every student is engaged and no
one slips through the cracks.”

some

adaptive
learning
programs

demo→

“improve student performance by creating

personalisedlearning experiences.”
engagement

games
evoke an emotional

storytelling
strengthens learning materials by evoking
a

personal, emotional

response in learners.
Connecting instruction to scenarios
students already care about or are
familiar with increases comprehension,

RELEVANCE, and engagement.
http://www.sweetrush.com/tell-me-a-story/

response

connection to learning

and
materials.

Gaming in library instruction encourages
learning by doing – and competition

engages students with material and
each other.
http://www.sweetrush.com/what-makes-a-good-learning-game/
“it was a quite day at Lycoming …
when suddenly campus was taken
over by plagiarism goblins.”

gaming

“lets students build their own games in hours
and days, not weeks and months!”
personalized learning
empowerment

moocs
students can explorecollege with
no risk, minimal pressure.
instructors can get creative
with online learning experiences
while still focusing on
pedagogyover “film it and stream
it.”

online learning is legitimized, and
complete degrees are now offered in
MOOC platforms – for ¼ of the price.
http://www.news.gatech.edu/2014/01/15/georgia-tech-launches-worlds
-first-massive-online-degree-program

synchronous chat and video conversation
tools provide human
in online classrooms.

presence

human interactions, instructor as

person provide

meaningfulconversation and
worthwhile experience.
personalized learning – learners take

controlof learning, often

withouthigher ed.
personalizedlearning. “students can
pause, search, review, and add notes to
lectures based on their individualneeds.”

personalized

high tech with a

learning

touch.

with Twitter, students “sit back and absorb information on
topics they are interested in.” provides engagement, relevance,
and a uniqueeducational experience.

guide on the side puts tutorials in
context for self-directed learning.

human
now… do some

personalized
learning

play a
game…
…and

empower
yourself

12 Tech Trends Higher Education Cannot Afford to Ignore
Beyond the MOOC Hype
Digital and the New College Experience
Educational Technology Trends in 2014
Game Salad Education
Georgia Tech Launches World's First Massive Online Degree
Program
Guide on the Side
Knewton
Knowillage
Learning Content Trends to Watch in 2014
MOOC Perspectives: Research and Resources
MOOCs Present a World of Possibilities
Panopto
Plagiarism Game - Lycoming College
Putting a FACE on the Library
Smart Sparrow Demo
Tell Me a Story
The Four Spaces – a New Model for the Public Library
Top Instructional Design Trends and Outlook for 2014
Twitter - More than a Tweet
What Makes a Good Learning Game?
What Will Happen to MOOCs now that Udacity is Leaving
Higher Ed?
What's Hot, What's Not 2014

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Trends in Instruction - Applications for Libraries

  • 1. In the futurewe need not only something to sustain us, but also something to live for. Here the library can make… space for learning experience , , engagingmeetings and possibilitiesfor expressingoneself in a creativeway. Jochumsen, H., HvenegaardRasmussen, C. &Skot-Hansen, D. (2012). The four spaces – a new model for the public library. New Library World, 113(11/12), 586-597. doi:10.1108/03074801211282948
  • 4. experience adaptive learning “intelligentlymatches course mobile devices “Using digital materials to supplementclassroom learning &studying is now the norm.” there is no more “PC or Mac?” the laptop is dead. students expect all content to work well on devices they rely on every day. http://www. google.com/think/research-studies/digital-and-the-new-college-experience.html content to individualstudents’ learning style, pace, ability, and stage of understanding.” PERSONALIZEDlearning. http://www.knowillage.com/leap-for-canvas.html
  • 5. “harnesses the power of reinforcement learning, personalization, and learning analytics to find the best educational content, then tailors it to each student.” “personalizesdigital courses so every student is engaged and no one slips through the cracks.” some adaptive learning programs demo→ “improve student performance by creating personalisedlearning experiences.”
  • 6. engagement games evoke an emotional storytelling strengthens learning materials by evoking a personal, emotional response in learners. Connecting instruction to scenarios students already care about or are familiar with increases comprehension, RELEVANCE, and engagement. http://www.sweetrush.com/tell-me-a-story/ response connection to learning and materials. Gaming in library instruction encourages learning by doing – and competition engages students with material and each other. http://www.sweetrush.com/what-makes-a-good-learning-game/
  • 7. “it was a quite day at Lycoming … when suddenly campus was taken over by plagiarism goblins.” gaming “lets students build their own games in hours and days, not weeks and months!”
  • 8. personalized learning empowerment moocs students can explorecollege with no risk, minimal pressure. instructors can get creative with online learning experiences while still focusing on pedagogyover “film it and stream it.” online learning is legitimized, and complete degrees are now offered in MOOC platforms – for ¼ of the price. http://www.news.gatech.edu/2014/01/15/georgia-tech-launches-worlds -first-massive-online-degree-program synchronous chat and video conversation tools provide human in online classrooms. presence human interactions, instructor as person provide meaningfulconversation and worthwhile experience. personalized learning – learners take controlof learning, often withouthigher ed.
  • 9. personalizedlearning. “students can pause, search, review, and add notes to lectures based on their individualneeds.” personalized high tech with a learning touch. with Twitter, students “sit back and absorb information on topics they are interested in.” provides engagement, relevance, and a uniqueeducational experience. guide on the side puts tutorials in context for self-directed learning. human
  • 10. now… do some personalized learning play a game… …and empower yourself 12 Tech Trends Higher Education Cannot Afford to Ignore Beyond the MOOC Hype Digital and the New College Experience Educational Technology Trends in 2014 Game Salad Education Georgia Tech Launches World's First Massive Online Degree Program Guide on the Side Knewton Knowillage Learning Content Trends to Watch in 2014 MOOC Perspectives: Research and Resources MOOCs Present a World of Possibilities Panopto Plagiarism Game - Lycoming College Putting a FACE on the Library Smart Sparrow Demo Tell Me a Story The Four Spaces – a New Model for the Public Library Top Instructional Design Trends and Outlook for 2014 Twitter - More than a Tweet What Makes a Good Learning Game? What Will Happen to MOOCs now that Udacity is Leaving Higher Ed? What's Hot, What's Not 2014