19. Penny Bender Sebring,
Eric R. Brown,
Kate M. Julian,
Stacy B. Ehrlich,
Susan E. Sporte,
Erin Bradley,
and Lisa Meyer
20. YOUmedia Users:
• 350-500 individual teens visit weekly.
• 39 percent reported attending weekly
for over a year.
• 40 percent are African-American males.
-- Penny Bender Sebring, et al. Teens, Digital Media, and the Chicago Public
Library
21. YOUmedia Users:
-- Penny Bender
Sebring, et al.
Teens, Digital
Media, and the
Chicago Public
Library
22. YOUmedia Users:
•
•
•
89 percent believe it's cool to be excited
about interests at YOUmedia.
57 percent report improving one or more
digital media skills because of YOUmedia.
Over half report YOUmedia helping to
improve school work, writing, and
relationships with adults.
-- Penny Bender Sebring, et al. Teens, Digital Media, and the
Chicago Public Library
23. YOUmedia Users:
• Nearly 75 percent report a greater
awareness of post-high school
opportunities because of YOUmedia.
• 65 percent report a connection with at
least one adult in YOUmedia.
-- Penny Bender Sebring, et al. Teens, Digital Media, and the
Chicago Public Library
24. New Research:
Connected Learning
"Connected Learning occurs when a young
person is able to follow a personal interest or
passion with the support of peers and caring
adults and can link this interest or learning to
academic achievement, career success, or
civic engagement." -- Penny Bender Sebring, et
al. Teens, Digital Media, and the Chicago Public
Library
37. Building a podcast
Use Google and Twitter to plan
Three seasons per year
Identify goals for each season
38. Program Structure
Roles for each podcast: Host, Producer and
Feature Producer
Content Options: Feature, Personal Choice,
Editorials, Reviews
Learning the Craft
47. "Hive Chicago is a
network of civic and
cultural institutions
dedicated to transforming
the learning landscape by
creating opportunities for
youth to explore their
interests through
connected learning
experiences."
--www.hivechicago.org
54. Future Direction
YOUmedia as catalyst for institutional change
Development of Pathways (career, post-secondary,
vocational, etc.
Mentor models
Effective measurement and evaluation
Expand reach to unserved youth
One of our librarians said, How can I change this?Shut the game off one day and started asking questions. What were your best and worst experiences playing a particular game?
Taylor had a really great idea. The conversation was robust, it was student-centered, and there was a really meaningful exchange of information.Why not transfer this energy about video gaming
Naaaahhhhhhhh. Thanks Taylor, but no thanks.
Let’s Play ZORK! – a text-based adventure game.
Thus was born the Library of Games
Examples of goals: User polls for topicsLive streaming of gamesEsports – professional gaming leagues
Feature: A Review or an essay on a topicPersonal Choice – Is connected to the feature, but gives a special focus on a particular topic or question.
Editorial: Is it time for a game about 9/11?
Takeaways: The kids decided what they were good at; it’s imperative to let them take the lead in this context where attendance is not required, and you want them to continue to choose to be there.The librarian realized that she had to act like just another member of the podcast. She thought she could be on the side and “facilitate”; the kids didn’t accept that and so she is one of the group and participates in the same way that they do.
Opens on July 8 and is meant to be a 6-month trial to explore Maker Lab’s in libraries. Is it a good fit? If so, what works and what doesn’t? Equipment, programs, partners.
CNC Milling MachineLaser CutterVinyl CutterMakerbot ReplicatorsIntro to Maker Lab 3D BustsLaptop Skin DesignAcrylic Key Chains3D Design StudioTemporary TattooPrint CraftMuseum Scan
Key concept in workshop design – Low floor, High ceiling