2. Innovative Information Literacy & Learning
in a Hyper Connected Digital World
• What are the challenges and opportunities
involved in teaching college students to
become information literate?
3. Information Literacy Defined
• What is Information Literacy and Why is it
important?
• Ability to define, locate, evaluate, access
and use information to solve a problem.
• Association of American Colleges and
Universities, AACU and Association
of College and Research Libraries,
ACRL set standards.
4. Project Information Literacy
5 Take Always
• What can we learn about how college students seek information?
• Research is difficult and frustrating.
• 66 % say defining the topic is hard
• Students utilize a small landscape for finding sources.
• 80% Don’t ask for librarian’s help
• 82% Use Wikipedia for background information
• Risk Averse in creating a strategy
• Tried and true approach
• Library as a Refuse
• Quiet study
• Day after Graduation
• Unprepared to solve information problems in work place
5. Project Information Literacy Take Away #1
• Research is Difficult and
Frustrating
• 66 % say defining the topic is hard.
• Negotiating the question..
6. Project Information Literacy Take Away #2
• Students utilize a small
landscape for finding sources.
• 80% won't Ask a Librarian
• 82% use Wikipedia
• Think Satisficing
• Think Top Five Response Best
7. Project Information Literacy Take Away #3
• Efficiency and Predictability
• Students are Risk Averse
• They use a Tried and True Approach
• College Readiness
• Impact of Games on Learning Abilities
• Don’t know that they don’t know
8. Project Information Literacy Take Away #4
• Library as a Place
• Refuge for Study
• Focused attention
• UnPlug to learn
9. Project Information Literacy Take Away #5
• Day after Graduation
• Unprepared to solve information
problems in the workplace
10. Make Lemons into Lemonade
Challenges
• “Earbud, Digital Device Mania..
All Media All the Time
Generation"
• Face Down Perspective
• Multi-taskers with divided
attention
• Hard to get and keep their
attention
• Hive Mind and Flash Mob
Opportunities
• Leverage their dynamic and
cluttered digital world to advance
their knowledge.
• Use Social Networks to promote
information literacy learning, services,
and reach students in their digital digs.
• Ground innovative pedagogy, self
directed learning, authoritative
resources, and services in
educational technology.
• Create innovative, dynamic
learning objects, webinars, polls,
tutorials and games framed in
learning objectives.
11. Innovative Information Literacy & Learning
in a Hyper Connected Digital World
• In addition to face-to face instruction sessions,
what emerging technologies and techniques
would you use to advance student’s knowledge
and use of library services?
12. What’s on the Horizon…..Potential
Opportunities
• NMC (New Media Consortium) Horizon Report
2013 Higher Ed
• Decade Long Study following students use of
technology
• Near, short and far term adoption horizons
13. Near Term
Massive Open Online Courses MOOC's
• UMD Five Course Initiative
• Hand held device explosion
• Tablet devices small, light easy to use
• Many universities have proprietary software or best
practices
14. Near Term Applications
• Synchronous and Asynchronous learning
• Synchronous- Real Time Same Time Same Space
• Asynchronous- Think When You Are Where You Are
• Devices in your Palm
• Emerging Technologies
• Most can be done Sync and Async
• Web conferencing software
• Lecture capture software
• Polling, Break Out Groups
15. There’s An App For That
• Mobile Apps
• Apple IPad or Google Play on Android Market
• Blackboard
• Proprietary databases
• Mobile App Design for Library
• Instagram to Crowd Source the Library, Services,
Sources
• Use Social Networks
• Drive content to the library, resources, services,
Lib Guides, Ask a Librarian, etc.
• Education Apps Evernote
16. Online Tutorials
• Peer Reviewed Instruction Materials Online
PRIMO
• Welcome to the Library Comic
• How to use a database
• Directory of Online Tutorials from San Jose State
Univ.
17. Mid Term Two to Three Years
• Games and Gamification
• Games Enhance Learning
• Integrates Right/Left Brain-Visual/Auditory
• Gamification adds
• Badges, Awards, Level Up, Challenges
• Learning Analytics
• Learning Management Systems-BlackBoard
• Used to inform pedagogy and learning
outcomes
18. Far Term Four to Five Years
• 3 D Printing Maker Bot
• Maker Culture
• Science and Engineering
• 3 D molecules,desgins, chemical bonds
• Wearable technology
• Augmented Reality
19. Purdue’s Gamification
• Motivation driven learning
N. Pagowsky
• ACRL Tech Connect
1/28/13
• Digital badges show
students' skills along with
degree
• Purdue’s Introduction
20. Bring it on! The Digital
Literacy Manifesto
• Mobile and Handheld
technology-
• Blackboard apps
• Proprietary Databases
• Maker Movement
• Raspberry Pi