This document summarizes key concepts related to the changing role of school librarians and the use of social media and virtual worlds. It defines terms like media literacy, transliteracy, and augmented reality. It discusses how libraries are shifting from storing information to connecting people. It also provides examples of tools librarians can use like blogs, wikis, and podcasts. Finally, it discusses research on the benefits of virtual worlds for education and examples of libraries and schools using virtual worlds.
School Librarian Communication Through Social Media
1. Kaye Bray, PhD, Texas Woman’s University Valerie Hill, MLS, Lewisville ISD April 14, 2010 School Librarian Communication through Social Media
2. Current “Buzzwords” Media Literacy – the process of analyzing, evaluating and creating messages in a wide varietyof media modes, genres and forms. Transliteracy – the ability to read, write and interact across a range of platforms, tools and media from signing and orality through handwriting, print, TV, radio and film, to digital social networks. Virtual Reality –a computer-simulated environment, whether that environment is a simulation of the real world or an imaginary world. Augmented Reality – a term for a live direct or indirect view of a physical real-world environment whose elements are merged with (or augmented by) virtual computer-generated imagery- creating a mixed reality.-Wikipedia
3. Changing role of libraries From a treasure box To a bridge across a sea of chaos
4. The changingHierarchy of Information Top Down: Information produced by authors and experts. Bottom Up: Information produced by anyone and everyone.
15. Brief History of Origin 3D Virtual Worlds have evolved out of… MUD’s- Multi-User Dungeon or Dimension (early online gaming term) MOO’s- MUD Object Oriented (a type of MUD which includes gaming and distance education)
28. Why Second Life? Universities Libraries Educational Groups Museums Businesses Field of Medicine & Health Art & Dance (for ages 18+)
29. Academic Examples University of Texas Texas Woman’s University University of Washington University of Illinois at Urbana Champaign
30. Educational Groups in SL American Library Association Texas Library Association TCEA ISTE Texas Woman’s University University of Washington
31. Benefits Cost effective Synchronous Creative & Imaginative Unique for each user Collaborative Not limited by distance
32. What are librarians and teachers doing? Historical Simulation (Jamestown) Science Projects (Tsunami or Space Flight) Interaction on Smart or Promethean Media Literacy & Transliteracy Virtual Reality & Augmented Reality
35. View a machinima Teachers exploring new tools (K12inSL NOW!) Virtual panel discussion (Innovation in Education) ISTE Island (Educators in a “Digital Nation”) Educators discussing open source virtual worlds (Gridhoppers: Educators in Reaction Grid)
36. Research in Immersive Learning (Zheng, 2006)
37. Mixed Methods Study(Jarmon et. al, 2009) Results of this mixed methods study overall show that students found learning in Second Life to be challenging, rewarding and a “serious learning tool.”
38. Experimental Study (Taoubit Boland, 2009) Students anxiety levels were gauged before and after learning sessions. Findings concluded that virtual world learners can learn not only collaboratively, but individually.
39. TWU Creative Arts & Research Symposium Collaboration Among VW Librarians (Hill, 2008) Which best describes your experience as a virtual librarian?
40. TWU Creative Arts & Research Symposium Factors Contributing to Adoption of VW (Hill, 2009) I believe virtual worlds will provide new modes of communication and information delivery in the future.
41. TWU in Second Life TWU Creative Arts & Research Symposium 2010 April 20-21, 2010 on TWU Island Panel: Virtual World Libraries & Librarians 5pm-6pm on TWU School of Library & Info Studies Island in Second Life
42. Limitations to using Second Life Graphics Cards & Compatibility Student Privacy & Safety High “learning curve” Propriety software Accessibility Sustainability
43. Where are we heading? Exploring virtual worlds Researching best practices Understanding impact on learning Implementing open-source software
44. Games are now able to draw players in and deliver rich stories that evoke real emotions comparable to those evoked by any book or movie.
47. Where will this lead? Some argue that education should return to the “good old days” … …return to the 3 R’s… ….go back to the basics….
48. Has the next generation already moved on?
49. TOO MANY TECH TOOLS? Remember: Identify purpose first- Then choose the tool.
50. Librarians have always understood… Meaning takes precedence over form. Just because you can make an animated gif file ………doesn’t mean you should!
51. References Hill, Valerie, and Hyuk-Jin Lee. (2009). Libraries and immersive learning environments unite in second life. Library Hi Tech 27, (3): 338-56. Jarmon, Leslie, Tomoko Traphagan, Michael Mayrath, and Avani Trivedi. 2009. Virtual world teaching, experiential learning, and assessment: An interdisciplinary communication course in second life. Computers & Education 53, (1) (8): 169-82. Mastel, Kristen, and Dave Huston. 2009. Using video games to teach game design: A gaming collection for libraries. Computers in Libraries 29, (3) (03/01): 41-4. Taouabit Boland, I..2009. Efficacy of the 3D Multi-User Virtual Environment (MUVE) Second Life for learning in cognitive constructivist and social constructivist activities. Ph.D. diss., Capella University. Zheng, Dongping. 2006 Affordances of three-dimensional virtual environments for English language learning: An ecological psychological analysis. Ph.D. diss., University of Connecticut.